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Patch 16.2.1
Survive the first 10 minutes by giving up CS to stay healthy. Use your XP lead from to win a mid-game dragon fight with a 3+ person , then snowball your gold into crit items to become unkillable.
A melee-range skirmisher ADC that plays more like an assassin. You rely on hitting level spikes faster than your opponents to compensate for your range disadvantage, eventually becoming a massive AOE threat.
You gain more XP from minions than normal. When an ally heals or shields you, you both get an extra bonus. Stay glued to your support; being solo kills your biggest advantage. This is why you hit Level 6 while the enemy is still Level 5.
Your main damage. Hits in a line and gives you extra attack range and speed. NEVER fight without the buff active. If you miss , you're just a melee minion. It also scales with Crit to give you armor pen.
You become a ghost that dodges all auto-attacks and takes reduced magic damage. You can share this with allies by touching them. Use this to negate the enemy ADC's entire burst window or to safely dash through a wave.
A targeted dash with two charges. You can dash to enemies or minions to close gaps or escape. You can cast or during the dash to make them impossible to dodge.
You spin your whip, dealing damage and healing yourself, then pull everyone toward you. The heal is based on damage dealt to champions. Use this when enemies are clumped to get a massive health swing.
Wait for the initial CC to be blown. Dash in with , pop to ignore the enemy ADC, and use to pull high-priority targets into your team's AOE.
If your team has no engage, you must play as a peeler until you see the enemy burn their main CC spells on your frontline.
Dash through a minion or champion and cast mid-dash. This ensures the hit and sets you up with increased range for follow-up autos.
Close the gap, buff your damage, and pop your dodge so the enemy can't trade back while you channel your ultimate's pull.
Use your first dash charge on a minion to surprise them, then the second to get on top of the target for an instant .
Start the animation, then Flash into the enemy team right before the pull happens. It gives them zero time to react with their own Flashes.
| Spike | Why |
|---|---|
| Level 2 | Because of , you hit this first. Level up and immediately go in while the enemies are still Level 1. |
| Level 6 | provides a massive power gap. You can usually 2v2 any lane once you have your ultimate and the level advantage from . |
| Level 11 | Rank 2 and several points in for lower cooldowns. This is your strongest mid-game point for objective fights. |
| Level 16 | Max rank and your crit-scaling armor pen is at its peak. You can 1v5 teamfights if you find a good flank. |