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Patch 16.2.1
Identify the most vulnerable enemy carry and use to pick them off before every major objective fight. Force the enemy into 4v5 situations by punishing anyone who steps out of vision.
Map-wide predator who punishes isolated enemies. You farm hard early to reach level 6, then transform the game into a horror movie by diving the backline whenever your ultimate is available.
Every few seconds, your next auto deals AoE damage and heals you. Each auto reduces the cooldown. In the jungle, drag camps together so hits everything for maximum healing.
Throws a blade that leaves a trail. You get massive AD and Movement Speed on this trail. NEVER fight off the trail; the AD boost is equivalent to over 1000 gold in stats.
Passively gives Attack Speed. Active creates a 1.5s shield. If you block a spell, your passive Attack Speed doubles for 5 seconds. Timing this to block CC is the difference between a kill and dying.
A tether that fears the target after 2 seconds. Use the movement speed from to stay in range. The fear duration is long, usually guaranteed death for a squishy target.
First cast turns off enemy vision and stops them from seeing ally pings or minimap info. Second cast dashes to a target. Use it to disrupt enemy coordination even if you don't plan to dash immediately.
Wait for the enemy to engage or for your tank to go in first. Once the enemies use their primary peel spells, cast to dive the ADC or Mid. Your goal is to kill them or force them out of the fight entirely.
If your own carry is very fed, use and to peel for them. The fear duration is often enough to stop a diver.
Throw while you are still flying in the air to ensure you land on the trail immediately. Tether with and hold to block their peel attempt.
Used when ganking without ultimate. Hit the for speed, tether with , and save specifically for when they try to CC you to break the tether.
When is about to proc the fear, Flash to the opposite side of the enemy's escape route. Feared enemies run AWAY from you, so this forces them to run into your teammates.
Use the first part of solely to blind the enemy team while your team finishes a Dragon or Baron. You don't always have to take the dash if it's too risky.
| Spike | Why |
|---|---|
| Level 6 | Your first major spike. You gain the ability to bypass wards and gank from virtually anywhere in your jungle. |
| Level 11 | The range on increases significantly and the cooldown drops, allowing for more frequent map pressure. |
| Level 13 | With and both maxed, your burst damage and crowd control duration are at their peak. |
| Level 16 | Max rank has a very short cooldown, making it impossible for the enemy ADC to ever feel safe side-laning. |