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Patch 16.2.1
Enter teamfights after the enemy has used their primary CC. Secure one takedown to trigger resets, then use the refreshed to eliminate the remaining backline.
Hyper-carry skirmisher who thrives on resets and cleaning up low-health targets. You play like an assassin with the DPS of an ADC.
makes every few attacks strike twice. This double-tap is essential for shredding targets and rapidly reducing the cooldown of through basic attacks.
is your most important skill. Use it to dodge skillshots and CC, not just for damage. Since it makes you untargetable, timing it correctly can negate ultimates and turret shots.
provides massive damage reduction and healing. It is best used to 'parry' high-damage burst or to reset your auto-attack timer for a quick burst of damage.
adds flat true damage to your autos. Always activate this right when you start hitting a champion. It scales with your damage, so it stays relevant even against late-game tanks.
grants movement speed, attack speed, and slow immunity. Takedowns extend its duration and reduce the remaining cooldown of your other basic abilities by 70%, enabling your reset loops.
Stay in the fog of war or behind your frontline. Wait for the 'big' spells (Amumu R, Leona Q/R) to be spent on your teammates. Once the enemy is vulnerable, use to sprint in and execute the squishiest target.
If you have a dedicated 'Enchanter' like Lulu or Yuumi, you can often engage much earlier as their buffs can keep you alive through initial focus.
The basic way to gank or duel. Save for when they Flash or use a dash to ensure they can't escape.
Tapping instantly resets your auto-attack timer. This allows you to proc and damage significantly faster in a 1v1.
Don't early. Wait for the Veigar cage or Syndra stun, then to pass through them while they are in animation.
Utilizing the 70% cooldown reduction from on takedown to immediately jump to the next vulnerable target.
| Spike | Why |
|---|---|
| Level 6 | Unlocking gives you the movement speed needed to actually stick to targets and the reset mechanic needed to teamfight. |
| Level 11 | Rank 2 provides a significant jump in Attack Speed, and usually, your is maxed here, reducing its base cooldown. |
| Level 13 | Both and are now maxed out, giving you peak mid-game DPS and mobility. |
| Level 16 | Max rank makes you incredibly fast and provides the highest stat bonuses for late-game teamfights. |