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Patch 16.2.1
Control the space around objectives. Use to keep divers off your carries and to split the enemy team apart during fights, turning every encounter into a local numbers advantage for your team.
A disruption-heavy tank who turns enemy mobility into a liability. You excel at peeling for carries and creating number advantages by literally removing enemies from the fight.
Throws a buckler that deals extra damage and bounces off. If you pick it up, you get a shield. If the buckler kills the target, it comes back to you immediately. Use this to secure 'free' trades by proccing the shield before you in.
Slam the ground for a two-part explosion. It deals % max health damage and slows. The first hit is instant; the second is delayed. Always try to stun someone with first to guarantee both hits of .
Passively grants Armor and MR (doubled when below 40% HP). Active gives move speed and creates a zone that blocks all enemy dashes. If you block a dash, the enemy is grounded. Hold this for the enemy's escape or engage tool, don't just use it for the speed.
A dash that pushes an enemy. If they hit a wall, they are stunned. This is your most important skill. Always look at the enemy's position relative to walls, even thin ones like player-made terrain (Anivia wall, Yorick cage).
Tap it to knock up enemies in front of you (great for chain CC). Hold it to channel a massive hit that sends enemies flying back toward their own base. Use the channel version to remove the enemy jungler during a Smite fight.
Stay near your high-damage carries. Use reactively to stop anyone jumping on them. If an enemy frontline gets too close, use to pin them to a wall or tap to keep them CC'd while your team kills them.
If you have a clear Flash + angle on the enemy carry into a wall, take the engage. You have enough base damage to nearly solo-kill an ADC mid-game.
The standard trade. The wall stun ensures both parts of land. Use your passive auto at the end to walk away with a shield.
Used against mobile targets. prevents them from dashing away from your . Tapping keeps them in the zone longer.
Your primary engage. Use Flash to find an angle the enemy thinks is safe. Immediately pop after the stun to stop them from Flashing or dashing away.
When Baron/Dragon is at 1500 HP, blast the enemy jungler away with . This ensures your team can finish the objective without a Smite battle.
| Spike | Why |
|---|---|
| Level 2 | You have the and combo. If an enemy stands near a wall, they lose 40% of their HP instantly. |
| Level 3 | You unlock . You are now a nightmare for any champion with a dash, making you nearly ungankable. |
| Level 6 | gives you massive utility. You can use it to peel, disengage, or turn a 1v2 gank into a 1v1. |
| Level 9 | is maxed. Your damage against high-health targets is surprisingly high for a tank. |