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Patch 16.2.1
Reach the late game with high stacks. Split-push to draw 2-3 enemies, then use to group with your team and force a 5v4 fight before the enemies can rotate back.
Infinite scaling frontline tank and split-pusher. You use your massive health pool to soak pressure and your heavy crowd control to dictate the pace of teamfights.
When you die, you reanimate. Your attacks in deal %HP damage and heal you. Use this to clear the wave so the enemy cannot take plates, or to force a return kill on an ignited or low-health opponent.
Your primary damage tool. The longer you charge, the more damage and CC you apply. You don't always need a full charge; often a short knock-up is enough to guarantee your team follows up. Charging while in a bush makes the indicator invisible to enemies.
Passively gives you permanent Max HP whenever you kill a unit. The active grants a shield. Use early in trades so it has time to become reactivatable. If the shield is broken by enemy damage, you lose the ability to deal the explosion damage.
Fires a shockwave that slows and shreds 20% Armor. If you hit a minion, it flies back. Always try to lead with through a minion to slow your target, making it nearly impossible for them to dodge a following .
You become unstoppable and charge forward. Use to engage from screens away or to escape a gank. The stun duration increases based on travel distance. You can use this to return to lane quickly after a reset to maintain a tempo advantage.
Look for long-range flanks with to catch the backline. Once in, use to zone enemies away from your carries. You are a wall; force them to hit you while your team deals damage.
If the enemy has high-mobility assassins (like Zed or Talon), save and for point-blank peel to keep your carries alive.
Slow them with first so they can't walk out of the zone. Activate during the charge so it's ready to explode as they land.
Standing in a bush hides the indicator. Land the full knock-up, then immediately to shred armor for your follow-up autos.
Hit them with . While they are airborne, start charging . Release it just as they land to chain-CC them.
Use a minion to extend the range of the slow. Once they are slowed at long range, they cannot sidestep the incoming charge.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full basic rotation. starts stacking HP and allows you to finally land reliably. |
| Level 6 | provides massive kill pressure and makes you almost impossible to dive or gank effectively. |
| Level 11 | Rank 2 provides a significant boost to base damage and reduces the cooldown for more frequent map plays. |
| Level 16 | Your passive health should be massive by now, and is on a short enough cooldown to be used every fight. |