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Patch 16.2.1
Keep your primary carry alive at all costs. In teamfights, use and to negate the enemy's biggest threat, allowing your carry to safely clean up the fight.
The ultimate babysitter. You turn your carry into an unkillable god while making enemy divers look like idiots. You don't engage; you react and ruin the enemy's plans.
Pix follows you and adds extra damage to your autos. In lane, weave in auto attacks to maximize damage, but be careful of minions blocking the bolts as they can be intercepted.
A powerful slow. Remember that bolts fire from both you and Pix. If you use on an enemy first, will fire directly from them, making the slow impossible to miss.
Two modes: cast on ally for attack speed and movement speed, or enemy to polymorph them. In 90% of teamfights, save for the enemy assassin to stop their combo.
If cast on an ally, it shields and gives them Pix to aid their attacks. If cast on an enemy, it deals damage and grants vision. Use on enemies who try to hide in bushes.
Massive health boost and an AOE knockup. Don't wait for the carry to be at 1 HP; use to interrupt an enemy dash or to combo with your frontline's engage.
Stay behind your frontline and next to your ADC. Use to polymorph divers and / to buffer your carry's health against burst damage.
If your initiator (like Malphite) hits a massive engage, use on them immediately to extend the CC duration with your knockup.
puts Pix on the target, meaning your fires from point-blank range and cannot miss, followed by empowered autos.
Polymorph the threat so they can't fight back, shield your carry, and use the knockup to keep the target CC'd.
Extend 's range by placing Pix on a unit further ahead. This allows you to slow enemies from a screen away.
Used when an assassin jumps in. The knockup interrupts their dash, prevents them from casting spells, and absorbs their initial burst.
| Spike | Why |
|---|---|
| Level 1 | + autos make you a top-tier lane bully against most supports. |
| Level 3 | Full kit unlocked. Having makes you and your ADC nearly impossible to gank effectively. |
| Level 6 | provides a massive safety net. Dives against you will almost always result in a counter-kill. |
| Level 11 | With rank 2 and several points in , your shields are large enough to negate most mid-game burst. |