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Patch 16.2.1
Survive the laning phase and reach mid-game teamfights. Your goal is to find a high-value on the enemy backline during objective contests (Dragon/Baron) to wipe the enemy carries.
An armor-stacking juggernaut who serves as the ultimate primary engage. You survive the early lane to become a game-changing teamfighter who shuts down physical damage carries.
A shield for 10% of your max HP that recharges when you haven't been hit. This is your trade window indicator. Only look for aggressive trades when is active to ensure you aren't losing permanent health.
Deals damage and steals movement speed. Use to facilitate ganks or to escape. Don't spam this for poke level 1-5 unless you have Manaflow Band or Corrupting Potion, as you will run out of mana quickly.
Empowers your attacks to create aftershocks in a cone. Use as an auto-attack reset. It is your primary tool for clearing waves and dealing sustained damage once you are in melee range.
Slams the ground to deal damage based on your Armor and slow enemy attack speed. This is your most important defensive tool in a 1v1. Use the moment an enemy tries to auto-attack you to ruin their DPS.
A high-speed unstoppable dash that knocks up everyone in the area. Do not always look for 5-man hits; using to delete a single priority target like the enemy ADC is often enough to win the fight.
Position yourself in the front or a flank. Wait for the enemy carries to step up or clump together, then use to start the fight. After the knockup, stick to the ADC and use to reduce their damage.
If your own ADC is very fed and the enemy has a dive-heavy comp, save to peel and knock up the divers right as they land on your carry.
Use the speed from to close the gap. Hit them with to stop them from trading back effectively, then use the reset before walking out while your shield is still up.
The standard burst combo. You use immediately after landing so they are slowed and crippled the moment the knockup ends. Use last to chase if they Flash away.
Used to catch enemies off guard from a screen away. Buffer your movement, Flash into range, and immediately press . This gives enemies almost zero reaction time.
If you're being collapsed on, use to slow their autos and to steal speed from the fastest enemy to safely retreat.
| Spike | Why |
|---|---|
| Level 6 | Unlocks , giving you massive kill pressure and making you a threat to every lane on the map. |
| Level 9 | Your first ability (usually or ) is maxed, significantly increasing your poke or waveclear. |
| Level 11 | Rank 2 lowers the cooldown, allowing you to force teamfights more frequently. |
| Level 16 | Rank 3 provides a very short cooldown, making you a constant threat in the late game. |