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Patch 16.2.1
Dominate the early jungle to secure all 5 stacks. Use to pick off the enemy carry before objectives, forcing 4v5 fights where the enemy lacks their main damage source.
High-intensity assassin and skirmisher who utilizes jungle terrain to outmaneuver enemies. You rely on tempo, snowballing through your necklace stacks, and psychological pressure to force the enemy team to play defensively.
Your core mechanic. In a brush, your autos become leaps. You generate Ferocity on ability casts. At 4 stacks, your next ability is massively upgraded. Killing each unique enemy champion grants permanent AD bonus stacks. You must manage your ferocity stacks before every fight.
An auto-attack reset that deals bonus damage. The empowered version deals massive damage and grants a huge Attack Speed buff. This is your primary DPS and turret-taking tool. Always reset your auto timer with it.
Deals AOE damage and heals you for 50% of the damage taken in the last 1.5 seconds. The empowered version cleanses all CC and grants the same heal. Save your empowered version for when the enemy uses their main CC or burst.
A skillshot bola that slows. The empowered version roots the target for 1.75s. Use the empowered version during ganks to ensure the enemy cannot dash or flash away.
Camouflages you and reveals the nearest enemy. Leaping from this state shreds the target's armor. Use the vision to scout enemy positions even if you don't intend to jump. It is your only way to gap-close in the open lanes.
Do not be the first one in. Wait for your frontline to engage and for the enemy to spend their key CC spells. Activate to find a path to the backline and delete the ADC or mid-laner.
If you are very fed and have Empowered ready, you can engage to draw out cooldowns and cleanse them, but this is high-risk.
The standard assassination. You prep Q before the jump to trigger it instantly, throw E while flying to guarantee the hit, and finish with the empowered Q for maximum burst.
Used when the target has a dash or flash. Instead of damage, you prioritize the root from the empowered E to keep them in place for your teammates.
The highest single-target damage possible. By starting at max stacks, you get two empowered Qs and one regular Q in very rapid succession.
Essential when jumping into a team with heavy CC (like Lux or Veigar). You use the empowered W immediately after landing to break any CC they throw at you so you can walk away or keep chasing.
| Spike | Why |
|---|---|
| Level 1 | With and a bush, you win almost every 1v1 against other junglers. You can invade early and force a flash or kill. |
| Level 3 | You have access to your full ferocity rotation and the CC from . This is your first major gank threat. |
| Level 6 | allows you to gank lanes without bushes and provides the armor shred needed to kill tanks or bruisers. |
| Level 11 | Second point in reduces the cooldown significantly, allowing you to look for picks every time the enemy ADC shows on a wave. |
| Level 16 | Max rank provides huge movement speed and armor shred. At this point, you should have most of your stacks, making you a lethal threat to anyone solo. |