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Patch 16.2.1
Win lane early, then abandon it to roam with your jungler. Use to bypass wards and set up picks with . Close the game before 30 minutes by funneling gold to your carries via .
Aggressive roaming assassin who creates massive gold leads for his team through executes. You aren't a traditional support; you're a second jungler who hunts for picks and cleans up fights.
You cannot gain maximum health. Any HP you buy turns into AD. When you take damage and then hide (using bushes or ), you heal back a portion of the health recently lost to champions. This makes 'hit-and-run' trades your best friend.
Hold to charge a hook that pulls enemies a fixed distance toward you. Tap to quickly stab and slow enemies in front of you. The tap deals more damage and applies a heavy 90% slow, making it better for finishing kills or peeling.
You go invisible and gain a burst of speed. Use this to approach for a , escape overextended positions, or simply trigger to heal mid-fight. Note that enemies see a 'shark' indicator if you are too close.
Dash forward and leave a ghost behind. After a short delay, the ghost flies back to you, stunning anyone it passes through. You can combine this with Flash or to change the ghost's path and land unexpected stuns.
Blink to a location and strike in an 'X'. If an enemy is below the health threshold, it executes them, resets the cooldown, and gives 'Your Cut' gold to the last assisting ally. If it misses or doesn't execute, you don't get the reset.
Stay on the outskirts of the fight. Do not engage first unless you have a clear pick. Wait for enemies to reach the 'X' threshold, then go in with to chain kills. Use to escape or reposition after an execute.
If your carry is being dived by a single assassin, use tap and purely for peeling instead of looking for your own kills.
Pull the target toward you, then immediately dash through them. Since they are pulled a fixed distance, they will land right in the path of your phantom for a guaranteed stun.
Use the speed from to close distance. Use and then Flash behind the enemy to force the stun to hit them instantly. Follow up with a hook once they are stunned.
Use to dash, then immediately onto a low-health target. The blink from repositions you, which can drag your phantom through extra enemies while you secure the kill.
Used in lane to proc runes like Electrocute or Hail of Blades. The heavy slow from the tap ensures you get your autos off before dashing out safely.
| Spike | Why |
|---|---|
| Level 1 | is one of the strongest level 1 tools for invading or forcing a Flash in the bottom lane bushes. |
| Level 2 | You gain the and combo. If you land a hook here, it almost always results in a kill or burned summoner spells. |
| Level 6 | is your defining moment. You can now turn even fights into massive gold swings and secure kills your ADC might have missed. |
| Level 11 | The cooldown of decreases significantly, allowing you to look for picks more frequently during the mid-game roaming phase. |