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Patch 16.2.1
Survive the laning phase and reach late-game teamfights where your and can provide infinite value. Keep your highest damage dealer alive at all costs by staying behind them and neutralizing every enemy engage attempt.
Defensive enchanter who specializes in neutralizing enemy engage and extending the range of your marksman. You are a backline protector who wins by making your carries untouchable.
Every time you touch an ally with an ability, their next damage instance burns the target and deals extra burst. In lane, timing your to land right as your ADC's auto-attack is mid-air maximizes trade potential.
A defensive tool that knocks back enemies. The ball then bounces behind the target to slow in an area. Never waste this for poke if the enemy has a dash or hook up; hold specifically to cancel enemy dashes.
Creates a zone that heals and increases attack range. The zone follows the ally nearest to the initial cast point. Use this during sieges to allow your ADC to hit towers from outside the enemy's engagement range.
A shield with two charges that also grants movement speed. It is your most reliable way to proc . Space out the charges to keep the movement speed buff active longer during a kite.
A massive AOE burst of healing that cleanses all crowd control except suppression. This is one of the best counter-engage tools in the game. You must stay out of the enemy's CC range so you can use this to free your teammates once they are hit.
Position yourself behind your carries. Use to give your ADC the range advantage. Hold to stop assassins or divers. Use only when your team is hit by major CC like an Amumu or Leona ultimate.
If your carry is extremely ahead, you can use and aggressively to help them chase down kills, but only if you have vision of all enemy threats.
Buff your ally with the shield to trigger damage, then use the knockback to prevent the enemy from trading back.
Use the range increase from to let your ADC get a free hit on a tower or champion without being in danger.
Stop the initial jump with the kick, immediately clear any follow-up CC with the ultimate, and set up the campfire to turn the fight.
Stagger your shields to keep your carry moving fast while the campfire heals them, using the kick only when the enemy gets too close.
| Spike | Why |
|---|---|
| Level 1 | damage is surprisingly high for level 1 trades if your ADC is aggressive. |
| Level 3 | You have your full utility kit. The range from allows you to win trades by simply outranging the enemy lane. |
| Level 6 | You unlock , making it almost impossible for the enemy to lock down and kill your carry with a single CC chain. |
| Level 11 | With points in and plus the lower ultimate cooldown, your uptime on buffs becomes massive. |