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Patch 16.2.1
Identify the fed AD threat and make their life miserable. Use to find picks and to force the enemy ADC to kill themselves on your . End the game before the enemy gets enough Magic Pen or True Damage to ignore your armor.
The ultimate anti-AD counter-pick. You zoom around the map at high speeds to catch out-of-position carries and force them to kill themselves by attacking you.
Gives you AD for building Armor/MR. This is why you build full tank and still hurt. Your autos actually sting early, especially after building your first armor component.
Your main mobility. You speed up over time. Use it to roam, chase, or escape. Remember: hitting a minion or monster stops the ball immediately, so path carefully to avoid bumping into trash units.
The core of your kit. Huge resists and damage reflection. ALWAYS use this when being focused. It slows you down by 30%, so don't pop it until you're actually in range to be hit.
A basic taunt. Forces them to auto you, which triggers damage and . It's your only way to keep a carry from running away and the best way to peel for your own team.
A leap that creates a slow zone. If you cast it while is active, you knock up targets in the center. Use it to jump over walls or dive the backline directly.
Charge the backline with and . Taunt the highest DPS target (usually the ADC). You are a meat shield that deals damage back through reflection.
If your ADC is the only win-con and the enemy has assassins like Zed or Talon, stay back. Use to peel instead of engaging.
Standard engage. Roll in, taunt the target once you make contact, then curl up to tank their forced autos and reflect damage.
Jump into the middle of the fight while rolling. The center knock-up is guaranteed CC before the taunt, preventing them from Flashing away.
Use Flash to bypass minions blocking your or to instantly gap close for a on a high-priority target.
Hit them with the slow first, get an auto in to proc , then taunt. Drop on top of yourself for the stacking slow while they are stuck attacking your .
| Spike | Why |
|---|---|
| Level 3 | You have access to all basic abilities. This is your first real gank window where you can lock someone down for 1.2s. |
| Level 6 | gives you a gap closer/escape and AOE CC. You can now gank over walls or dive through lanes. |
| Level 9 | Maxing makes your map presence insane, or maxing gives you a 2-second taunt duration. |
| Level 13 | Second ability maxed (usually ). You are now significantly tankier and your CC lasts a long time in mid-game skirmishes. |