Loading...
Loading...
Loading guide...
Patch 16.2.1
Survive the early game and reach major teamfights. Your goal is to use to maintain a threat zone and land a multi-man on high-priority targets or to peel for your ADC.
A high-ceiling zone-control mage that dictates the flow of battle by managing the positioning of her Ball to poke, peel, and deliver game-changing ultimates.
makes your autos hurt. In level 1-3 trades, you must weave in autos between spells. The damage stacks, so sticking to one target is better for lane pressure.
The core of your kit. Use to scout bushes and move the Ball. Remember: it deals less damage for every unit it passes through, so try to hit the enemy directly.
Your main burst and utility. It leaves a field that speeds allies and slows enemies. Only use early if you are certain to land it, as the mana cost is high.
Command the Ball to jump to an ally or yourself. deals damage to enemies it passes through and provides passive Armor/Magic Resist to the holder. Always keep the Ball on the person taking the most heat.
A massive displacement tool. pulls enemies toward the center of the Ball. It has a slight delay—time it when enemies are locked in CC or clustered in tight corridors.
Stay at the edge of the fight. Use to keep the Ball in the middle of the enemy formation. Use to help your team kite or chase. Your ultimate should be saved for high-value targets or to disrupt a massive engage.
If your carry is being dived by an assassin, use and purely for peel rather than looking for a multi-man offensive ultimate.
The basic trading pattern. Move the Ball onto them with , immediately pop for the slow, and land an empowered auto while they are slowed.
Place the Ball on a champion like Malphite or Jarvan IV. When they dive in, use to pull everyone together, followed by for burst.
Position the Ball with , lock them down with , follow with , and then use back to yourself to catch them with the pass-through damage.
When dove, shield yourself with , use to speed yourself up and slow the diver, then move the Ball with to keep zoning them while you kite.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full basic ability rotation for effective trades and safety with . |
| Level 6 | Your kill pressure skyrockets. makes you a threat for jungle ganks and allows you to punish mispositioned enemies. |
| Level 9 | With fully maxed, the cooldown is low enough that the Ball can be moved almost constantly, making your zone control oppressive. |
| Level 11 | Rank 2 provides a significant damage bump, usually coinciding with your first major item completion for mid-game fights. |
| Level 16 | Max rank has a very short cooldown and massive base damage, capable of winning games with a single well-placed cast. |