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Patch 16.2.1
Force the enemy into a 'lose-lose' situation: they either stay in lane and get poked/shoved out, or they roam and lose their tower to . In late game, use to peel for your ADC or catch the enemy carry.
A macro-focused control mage that specializes in lane neutralization and locking down priority targets. You aren't a high-APM carry; you're the guy who stops the enemy hyper-carry from playing the game.
Your 'get out of jail free' card. It blocks the first CC or spell hit and gives 90% damage reduction. If it's down, you must play significantly safer. Don't walk up to trade if is on cooldown.
A dual-portal blast that silences. Most importantly, it refreshes the duration of . Always try to land this when is about to expire on a champion for double damage.
Summons voidlings. They prioritize whatever has on it. They are great for taking towers or objectives, but don't just spam themβthey die instantly to most AOE spells.
Your main DoT. It bounces to the nearest target if the current one dies, refunding mana. Auto-attack minions with to ensure they die and keep the bounce going.
A 2.5s point-and-click suppression. It creates a damage zone under the target. You are also suppressed while channeling, so don't use this if you're in range of other enemies who can CC you.
Stay in the backline. Use to silence as many people as possible. Use on the closest target. Save for anyone who tries to dive your backline.
If you have Flash and see their fed carry in range, you can Flash+ to pick them off, but only if your team can follow up immediately.
Put E on a low health minion, summon voidlings to finish it, and watch the infection spread through the wave while you get mana back.
You MUST cast E and W before R. The voidlings and DoT deal damage during the suppression. Use Q at the very end to silence them and refresh the E duration.
The simplest and most effective way to start a fight. Flash onto an out-of-position carry and suppress them so your team can follow up.
By waiting until the last second of the E duration to hit your Q, you refresh the full duration of the DoT, essentially dealing double damage with one E cast.
| Spike | Why |
|---|---|
| Level 6 | You gain your ultimate threat. Your jungler can now gank your lane for a free kill if you have available. |
| Level 9 | is maxed out. Your waveclear becomes automated, and you can shove waves instantly to roam or pressure towers. |
| Level 11 | Rank 2 and more CDR usually means you can look for picks every minute. |
| Level 16 | Max rank deals massive % Max HP damage. You can now shred tanks and delete carries in a single combo. |