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Patch 16.2.1
Group with your team and force fights in narrow corridors (like jungle paths or dragon pits). Use to extend through your allies to hit the enemy backline, and keep your carries alive with double-cast .
A backline scaling enchanter-mage hybrid who excels at turning the tide of teamfights through massive area-of-effect crowd control and team-wide shielding. You thrive when grouped and focused on amplifying your allies' effectiveness.
Every third spell casts twice. Use this to double-cast for a root or for a heal. Casting near allies gives you 'Notes' that increase your auto-attack range and damage—use this to poke safely without stepping too close.
Your primary poke and execute tool. It deals more damage to lower health targets. Save your double-cast for this only if you need to clear a wave or finish a kill; otherwise, or are usually better utility choices.
A massive team-wide shield. If you are already shielded (by an ally or by your first cast), you heal your team after a short delay. This is your most important ability—don't waste it on yourself; wait until you are grouped with 2+ allies.
A line skillshot that slows. If the target is already slowed, it roots. If they are already rooted, it stuns. This is why is perfect for following up on your team's CC or using your double-cast to guarantee a root.
A charm that travels further every time it hits an ally or an enemy. Position yourself behind your tanks so the wave travels through them to reach the enemy backline. It's the ultimate 'follow-up' or 'counter-engage' tool.
Stay in the backline. Your job is to spam and from safety while holding for the enemy's engage. Use to follow up on your tank's engage, not as the primary engage unless you have Flash.
If your ADC is dead and you have high AP, you can play more like a mage, using double-casts to execute low-health targets.
At two stacks, your will fire twice, instantly rooting the target. Follow up with for damage and a passive-boosted auto for extra range.
Use this when your team is low. The double-cast on triggers the heal because the second cast 'sees' the shield from the first. Use while the heal is winding up.
Standard engage. charms them, which counts as a crowd control effect, meaning a single cast will root them immediately while they are charmed.
You can buffer your and then Flash during the wind-up to change the start position of the wave. This is crucial for catching enemies off-guard who think they are out of range.
| Spike | Why |
|---|---|
| Level 2 | Having access to both and allows you to land your first double-cast root and chunk the enemy health bar. |
| Level 6 | is one of the best teamfight ultimates in the game. It allows you to set up ganks or turn around 2v2 fights in the bot lane instantly. |
| Level 11 | Reduced cooldown on and more points in or increases your mid-game skirmishing power significantly. |
| Level 16 | Maximum rank and fully scaled utility. At this point, a single double-cast can heal your entire team for a massive percentage of their health. |