Loading...
Loading...
Loading guide...
Patch 16.2.1
Find a multi-man charm with during mid-game objective fights. Your goal is to lock down the highest damage threat so your team can burst them before they can react.
High-mobility engage/enchanter hybrid. You are the ultimate playmaker who dives into the enemy team to cause chaos and zips back to safety before they can react.
A free regenerating shield. Only trade when is up. Hitting enemies with abilities reduces this cooldownβbe aggressive to get more shields.
Your sustain tool. If it hits a champ, a circle forms around you. Walk into an ally to heal them. Don't use this for damage; use it to keep your ADC healthy in poke lanes.
Your primary engage. It has a brief delay before the knockup. Aim slightly behind enemies to catch them as they walk away. Can be used over walls for surprise ganks.
A dash to an ally that grants a shield. It can be cast twice within a few seconds. Use the first cast to get in range for a play, and the second cast to escape back to your backline.
Massive move speed and a charm on touch. Do not just run in circles; use the speed to touch as many enemies as possible, then immediately follow up with while they are charmed.
Look for flanks. Use to zoom through the enemy team and charm the ADC/Mid, then them together. Once your CC is spent, back to your carry and use to keep them alive.
If the enemy has a fed assassin (like Zed or Rengar), stay on top of your ADC and use your CC purely for peeling instead of engaging.
Standard lane trade. Knock them up, tag them with Q for the heal, and dash back to your ADC before the enemy can trade back.
Pop first to get the move speed. Touch them to charm (locking them in place), then is guaranteed to hit because they can't flash while charmed.
Use an ally as a springboard with to cover massive ground. Flash while in to surprise the backline, then knock them up.
When an assassin jumps your ADC, dash to them with , charm the assassin with , and follow with for maximum lockdown.
| Spike | Why |
|---|---|
| Level 1 | is one of the best level 1 CC tools for invades or catching an overextended ADC. |
| Level 3 | You have your full rotation. You can finally engage with and safely return with . |
| Level 6 | turns you into a teamfight monster. Your kill pressure in lane doubles. |
| Level 11 | Second point in and lower cooldowns on let you force fights more frequently. |