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Patch 16.2.1
Win your lane early to draw jungle pressure, which you can often 1v2 thanks to . In mid-to-late game, look for the 'Super Slam'—using on the enemy's highest HP target to crush their backline, followed by a high-Grit .
The Boss. You dominate the lane by being an immovable brawler who turns the enemy's damage against them. You want to walk into the middle of the fight, soak every cooldown, and then deliver a massive haymaker that wins the game.
Sett punches in a Left-Right pattern. The Right punch is faster and harder. This means you should always try to land punches in pairs. Also, his health regen increases as his health drops, so don't panic when you're low—that's when you're hardest to finish off.
Gives you a burst of move speed when moving toward enemies and resets your auto-attack timer. Use this right after your second punch (the right one) to get two more fast hits in. It deals % max HP damage, making it great against other bruisers.
Passively turns damage taken into Grit (the yellow bar). When you cast it, you get a shield based on that Grit and fire a blast. The center line is TRUE DAMAGE. Never use this with a low Grit bar unless it's to survive a final tick of Ignite.
Pulls enemies from your front and back. If you catch at least one enemy on each side, they are STUNNED. In lane, position yourself so the enemy champion is on one side and a minion is on the other to guarantee the stun.
You grab an enemy and slam them into the ground. The damage scales with the target's bonus health. If you slam a 5000 HP Cho'Gath into a squishy ADC, the ADC will likely die instantly. You are unstoppable during the animation.
You want to be the first one in. Use to displace the enemy frontline and land on their carries. Follow up with to group them and to soak their initial burst.
If your own ADC is the only person fed, play peel. Use and to keep assassins away from your carry instead of diving the enemy.
The bread and butter. Land your two passive punches, then immediately press to reset your attack timer for two more empowered punches.
Start with an stun using a minion. Get your auto sequence off, then them back toward your tower or away from their escape route.
Slam a tank into the enemy team. Use immediately to pull multiple people in and stun them. This guarantees your center-line hits as many targets as possible while they are CC'd.
The 'Kidnap' combo. Flash behind an enemy, to stun them against their own minions, then them deep into your team's waiting arms.
| Spike | Why |
|---|---|
| Level 1 | With , you can pull enemies into your wave and win almost any level 1 brawl with your double-punches. |
| Level 2 | Taking here gives you an auto-reset that most champions cannot out-trade. |
| Level 3 | Access to means you can finally take 'bad' trades and win them by converting that damage into a massive shield and true damage blast. |
| Level 6 | provides huge kill pressure under the enemy tower and makes you a massive threat in 2v2 jungler skirmishes. |
| Level 11 | The second point in increases the slow and damage significantly, making your teamfight engage much more lethal. |