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Patch 16.2.1
Look for picks on isolated squishies using . In teamfights, wait for the enemy to blow their CC, then use to enter the fight untargetable and clean up the backline.
A scaling pack-leader assassin who focuses on poking targets down with daggers before committing to an unstoppable dive. You excel at isolating targets and surviving deep dives through untargetability and shielding.
Your packmates are your lifeblood. They mirror your attacks. If you aren't hitting the enemy, they aren't either. They can block skillshots for you, like a Blitzcrank hook, so position them between you and the enemy.
This is your primary tool. Hit the first one to start the bleed. The second one deals massive execution-style damage and makes your packmates leap. Never fire the second one immediately; wait for the enemy to use a dodge ability first.
Your 'get out of jail free' card. It makes you untargetable while amping your damage and speed. Use this to dodge incoming CC or high-damage ultimates while you reposition for a kill.
A short dash that serves as your sustain tool. It recalls and fully heals your packmates. If your dogs are low from tower shots or poke, use to get them back to full health instantly.
Your long-range engage. You dash straight at a target. If you get a takedown, you reveal the area. Use the second cast (recast) to gain a shield right when the enemy tries to burst you down.
Do not be the first one in. Wait for your frontline to engage. Use to bypass the frontline while untargetable, then onto the enemy ADC. Use to keep your packmates alive during the chaos.
If you are fed, you can use poke to whittle the enemy down to 50% HP before anyone even engages.
The most important rhythm. Hit the first dagger, wait 1 second for the pack to leap and the bleed to tick, then hit the second for bonus damage.
Pop first to become untargetable and get the AD buff. Dash in with , land your daggers, and use to execute or heal your pack if the fight is long.
If you are jumped on, use to go untargetable and negate their burst. Follow up with for the slow/leap, and pop the recast shield to win the trade.
Use to close the gap. Flash mid-dash to adjust the angle or extend the range, then land both daggers to secure the kill.
| Spike | Why |
|---|---|
| Level 6 | You gain your primary dash and kill pressure with . This is when you start looking for roams. |
| Level 9 | is fully maxed, giving you the highest possible poke and waveclear potential. |
| Level 11 | Rank 2 provides a significantly stronger shield and shorter cooldown for mid-game skirmishes. |
| Level 16 | Max rank allows you to dive backlines with massive AD buffs from and high survivability. |