Loading...
Loading...
Loading guide...
Patch 16.2.1
Split-push to draw 2+ enemies to your lane, then use to kill one and escape or win the 1v2. In teamfights, isolate the enemy carry or jungler to ensure your team wins the objective or the fight.
An AP Juggernaut and ultimate duelist who thrives in the thick of combat. You are a raid boss that forces the enemy to fight on your terms by dragging them into a 1v1 they cannot win.
Landing three separate attacks or spells procs a damage aura. Stay in the fight to keep this active; the movement speed is your only way to keep up with mobile targets. Use it to burn through tanks.
Your primary damage tool. It deals significantly more damage if it hits only one target. Always aim to hit the enemy champion away from their minion wave to get that isolation bonus.
Stores damage dealt and taken as a shield. Do not use it as soon as it's up; wait until you've taken damage to maximize the shield size. Reactivate it only if you desperately need the health, as the shield is usually more valuable in a fight.
A versatile pull. It has a long cooldown, so don't throw it out randomly. It also grants passive Magic Penetration, which makes your and scale naturally against tanks.
Steals 10% of the target's core stats and traps them for 7 seconds. If you kill them, you keep those stats until they respawn. Use this to remove the biggest threat from a teamfight or to guarantee a kill on a vulnerable carry.
Your job is to walk into the enemy team, soak damage with , and then use on the highest priority target. Once inside the realm, kill them to gain stats and reappear as an even stronger threat.
If your own carry is extremely fed and being dove by an assassin, use to peel the assassin away and save your teammate.
The fastest way to proc . Pull them in, hit the isolated Q, and follow up with an auto to start the burn aura immediately.
Pull the target into your range, then immediately cast while they are displaced. This ensures they cannot dash away before the dimension shift completes.
Buffer and then Flash toward the enemy. This reduces their reaction time significantly compared to Flashing first and then casting Q.
While running away, cast in the direction you are moving. The back-end of the hitbox will push enemies away from you rather than pulling them toward you.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full kit and can finally proc reliably with the and combo. |
| Level 6 | is a massive power jump. You become almost impossible to gank because you can just turn the 1v2 into a 1v1 by ulting the weaker target. |
| Level 9 | is now maxed out, giving it a much lower cooldown and higher base damage, allowing you to spam it in extended trades. |
| Level 11 | The second point in reduces its cooldown, making you a constant threat in every mid-game skirmish. |
| Level 16 | Max rank and high passive Magic Pen from makes you a late-game juggernaut that very few champions can duel. |