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Patch 16.2.1
Win lane early to secure a gold lead, then rotate to mid-lane to force skirmishes. You want to end the game during the mid-game (20-25 mins) before the enemy ADC out-scales your short range.
High-octane lane bully and mid-game skirmisher. You rely on rapid spell-weaving and passive procs to burst targets before they can react. You aren't a front-to-back tank shredder like Vayne; you are an assassin in the ADC role.
Your bread and butter. Every ability use grants a double-tap auto attack. Do not cancel the second shot. Also, if an ally heals/shields you or an enemy is immobilized nearby, your next 2 autos deal bonus magic damage (Vigilance). Pair with a Milio or Nami to make this oppressive.
A linear poke tool that pierces through targets. The trick is targeting a minion to hit a champion standing behind it. It has a brief cast time, so use it when the enemy is locked in an auto animation.
Shoots a star that marks enemies. Attacking a marked enemy grants you a burst of Move Speed. Use this to kite backwards or to keep up with a target while using .
A short dash that resets your auto attack timer. Every shot from reduces this ability's cooldown. In a perfect combo, you can use multiple times in a single fight.
A channeled stream of bullets. You can move and use while firing. Great for softening a target before you dive in or finishing off someone under tower from safety.
Wait for your frontline to engage or for the enemy to blow key CC. Use to whittle down the frontline, then use to dive onto the backline once an opening appears.
If you have a dedicated Enchanter (Nami/Milio), you can play more aggressively forward because Vigilance procs will allow you to melt even the tankiest enemies.
The most basic way to poke in lane. Use on a minion to hit the enemy champion from distance, then step up for the double-tap if safe.
Your primary all-in. Starting with allows the passive double-tap to immediately start reducing the cooldown of again.
Use first so the subsequent passive shots give you the Move Speed needed to stay in range for the rest of the combo.
Tag them with first. As your bullets hit them, you get the Move Speed boost from , making it impossible for them to dodge the stream.
| Spike | Why |
|---|---|
| Level 2 | With and , you have one of the strongest level 2 all-ins in the game. If you hit level 2 first, dash in immediately. |
| Level 6 | allows you to kill enemies from 50% HP without having to get into their melee range. |
| Level 9 | Maxed provides significant waveclear and massive mid-game burst damage. |
| Level 13 | With fully maxed, your mobility hits its peak, allowing for multiple resets in a single skirmish. |