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Patch 16.2.1
Reach your 3-item core and level 16. Use your superior waveclear to keep sidelanes pushed, then use to join teamfights first. In fights, peel for yourself with β and melt whatever is closest to you.
Hyper-scaling battlemage who thrives on high-speed kiting and rapid spell rotations. You are a 'shotgun' mage: short range, but devastating once you get close enough to cycle your combos.
Your AP makes your Mana pool bigger, and your Mana makes your spells hit harder. This makes Mana items like Seraph's Embrace non-negotiable. You aren't just building damage; you're building a resource that fuels your damage.
This is your main damage source. Casting or resets the cooldown of and charges a 'rune'. If you have 2 runes charged, your next gives you a massive Move Speed boost. Always try to weave between every other spell to maximize DPS.
A point-and-click slow and damage. If the enemy is marked with Flux from , this becomes a Root. Use this to stop divers in their tracks or to guarantee your full combo lands on a slippery target.
Applies a 'Flux' debuff. This is the 'primer' for all your other spells. It makes bounce and deal more damage, and it makes root. If you cast on a target already marked by Flux, it spreads to everyone nearby.
Passively increases the damage deals to Flux targets. The active creates a portal. Itβs best used for flanking, escaping over walls, or moving your team to objectives like Baron or Dragon faster than the enemy can react.
You are not an assassin. Stay behind your frontline and use β on the enemy tanks. The damage will bounce to their backline automatically. Use your Move Speed from to dodge skillshots while constantly outputting damage.
If you see a priority target mispositioned, you can use to portal your frontline or yourself behind them for a surprise flank and an instant root.
The 'safety' combo. This charges 2 runes instantly, giving you a massive Move Speed burst to kite away or chase. It also roots the target because of the mark.
Your 'machine gun' combo. By weaving between every spell, you maximize resets. Use this when you are safe to stand still and melt a frontline tank.
The first marks one minion. The second spreads Flux to the whole wave. The then bounces to every marked target, exploding the entire pack and anyone standing near it.
The most reliable way to pick a carry. Flash into range, mark them with , and immediately follow with for the guaranteed root so your team can follow up.
| Spike | Why |
|---|---|
| Level 6 | Even though is a utility tool, its passive rank 1 significantly increases the damage your deals to targets marked by . |
| Level 11 | Rank 2 of further increases damage and gives your portal enough range to make significant map plays. |
| Level 13 | This is usually when and are both maxed out. Your waveclear and combat DPS reach their mid-game peak here. |
| Level 16 | Final rank of makes your hit like a truck against Flux targets. You are now a legitimate 1v5 threat if positioned correctly. |