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Patch 16.2.1
Survive the early game and maintain high CS to reach the mid-game teamfights. Your win condition is finding a flank or a choke point to channel a full across 3+ members of the enemy team.
Lane bully and teamfight-deciding carry. You focus on overwhelming opponents with massive burst damage and a high-impact ultimate that can wipe entire teams in seconds.
Bonus damage on the first hit to a new target. Never auto the same target twice if you can help it while clearing waves or taking towers. Switching between two targets (like a tower and a minion) maximizes your DPS and resets your cooldown.
Your primary poke tool. The bullet bounces to a target behind the first. If the first target dies, the second hit is guaranteed to critically strike. Line up minions that are low on health so the bounce hits the enemy champion for massive damage.
Passive move speed keeps you fast between lanes. Active gives massive attack speed. To keep this active almost permanently, hit different targets to proc , which reduces the cooldown of by 2 seconds per proc.
An AoE slow. Do not use this for damage; it's a utility tool. Use it to set up your , to scout bushes, or to slow enemies so you can land a guaranteed bounce.
A massive channelled cone of bullets. It can crit and applies on the first wave. Position is everything—if you use this too early, they walk out. If you use it too late, your team is dead. Wait for enemy CC to be used, then let it rip from behind a wall or teammate cover.
Stay far back and wait for the fight to break out. Do not lead with . Wait for the enemy to commit their dash/flash abilities, then use to slow and to melt the front and back lines simultaneously.
If you are being dove by an assassin, save to slow them and run away using active move speed instead of trying to channel .
Killing a minion with the first part of makes the bounce crit the enemy champion behind it. This is your main way to win lane.
The standard reset. resets your auto-attack timer, allowing for a quick burst of three hits.
The slow from ensures the enemy stays in the channel for as many waves as possible. Essential for solo-killing without team CC.
By alternating targets, you constantly trigger , which keeps the attack speed active up indefinitely and deals more total damage to the tower.
| Spike | Why |
|---|---|
| Level 1 | makes your first trade much stronger than most ADCs. One AA + is a massive health lead. |
| Level 6 | is one of the strongest level 6 spikes in the game. You can now win any 2v2 if your support lands a single CC ability. |
| Level 11 | Rank 2 damage is where you start becoming a threat to the entire enemy team, not just the squishies. |
| Level 16 | Max rank can 100-to-0 most champions in under 2 seconds if they are caught in the center of the cone. |