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Patch 16.2.1
Dictate the pace of the game by using to find picks through walls. In the late game, land a multi-man or successfully kidnap the enemy carry to force a 4v5 scenario.
Disruptive tank who creates game-winning picks by dragging enemies through walls or suppressing entire teams. You're a beefy frontliner who excels at forced repositioning.
Applies stacks with your abilities and autos. At 3 stacks, the target burns for % max health damage. This is your primary source of damage in long fights and against high-health monsters.
Skarner rips a rock out. Your next 3 autos deal extra damage and have more range. You can also throw the rock for a slow and burst damage. Always try to get the 3 autos in before throwing to maximize DPS.
Gives you an instant shield and sends out a shockwave that slows. It's your best tool for keeping enemies in range so you can land your autos and stack .
The core of your kit. You charge forward, ignoring walls. If you hit a champion, you grab them. If you hit a wall while holding them, they are stunned. Start the charge from fog of war to give them less time to react.
Your ultimate suppress. You lash out and grab up to 3 enemies in a small area. You can drag them around as you move. Use this to pull carries into your team or away from their protection.
Your priority is to disrupt the enemy backline with or protect your own carries by using on anyone who tries to dive them. Your AoE slows and %HP damage make you a nuisance in long fights.
If the enemy team has high displacement (like Janna or Alistar), wait for their knockbacks to be on cooldown before using your charge.
Come through a wall to surprise them, slam them for the stun, then use W to slow them so you can land your empowered Q hits.
Use the mobility of E to get behind an enemy, immediately R them before they can react, and pull them deep into your team.
Wait until the E stun is nearly over before using R. This maximizes the time the enemy is unable to move or use flash.
When you need an instant engage. Flash into the middle of the enemy team to R their carries, then use E to keep them CC'd after the suppression ends.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full basic rotation, enabling your first high-pressure gank with . |
| Level 6 | unlocked. You are now one of the most dangerous champions to be near if you have Flash up. |
| Level 9 | Maxed provides a massive boost to your objective taking speed and dueling power. |
| Level 11 | Lower cooldown on allows you to look for picks much more frequently during the mid-game transition. |