Loading...
Loading...
Loading guide...
Patch 16.2.1
Dominate the early lane to get your ADC an item lead. Transition into the mid-game by using to pick off out-of-position targets and use to keep your carries safe from divers.
An aggressive lane bully enchanter who thrives on short trades and lockdown chains. You aren't just a healer; you're a playmaker who uses movement speed and crowd control to dictate the pace of a fight.
Every ability you hit an ally with (including yourself) grants a burst of Move Speed. Use or on your jungler to help them close the gap during a gank. If you need to run away, target yourself.
A long-duration stun but very hard to hit. Never 'fish' with this against mobile champions. Save it for when the enemy is already slowed by or , or use it to peel for your ADC when the enemy is walking in a straight line toward them.
Your bread and butter. It bounces up to 2 times. To win lane, always look for the 'W-Start' on an enemy so it bounces back to heal you, or 'W-Start' on yourself to heal damage then bounce to poke the enemy. Never use it if it won't bounce at least once.
Buffs 3 attacks/spells. The most important part is the SLOW. Put this on your ADC as their auto is in the air to guarantee the slow. The slow makes landing significantly easier.
A massive wave that knocks up and slows. The further it travels, the more it slows. It also procs at double effectiveness for allies hit. Use it to start a fight from out of vision or to completely stop an enemy hard-engage.
Stay in the backline. Use on your most fed carry and save specifically to stop the person trying to dive them. Use to either follow up on your team's engage or to reset a fight if the enemy gets a good jump on you.
If your team lacks engage entirely, you can use from fog of war to start a fight, but only if you have teammates ready to follow up immediately.
Standard lane poke. slows them so you can't miss your . The will bounce back and heal any return damage you take.
Use first to knock them up and slow them. This makes nearly impossible to miss. Follow up with your buffs to let your ADC finish them off.
Don't lead with . Let your ally proc the slow first. Once the enemy is slowed, the travel time is much less of an issue.
You can buffer and then Flash to change the launch position. It's risky but can catch enemies off guard who think they are out of range.
| Spike | Why |
|---|---|
| Level 1 | is one of the strongest level 1 trading tools in the game. You can often chunk the enemy ADC for 20% HP while staying full health. |
| Level 2 | Unlocking gives you kill pressure. If you land one bubble on a level 1 enemy, they are usually forced to blow Summoner Spells. |
| Level 3 | With unlocked, your trading becomes reliable. You no longer have to guess where they will move because you can slow them first. |
| Level 6 | is a massive teamfight tool. It allows you to roam to mid or help your jungler secure objectives with heavy CC. |