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Patch 16.3.1
Stack Splinters quickly to reach your upgrades. In the mid-to-late game, look for long-range stuns on priority targets, then delete them with to force a 5v4. Control the area around objectives with your spheres.
Control mage with high burst and scaling. Focuses on sphere management and landing long-range stuns to delete priority targets.
Collect Splinters of Wrath by damaging enemies with 2 abilities within 4s or leveling up. Each 20 Splinters boosts your AP. At 40, gets two charges. At 60, gets wider and slows. At 80, deals true damage. At 100, executes targets below 15% HP.
Your main tool for damage and setup. It leaves a sphere on the ground for 6s. Once you hit 40 Splinters from , you can store two charges. Always try to have at least one sphere on the ground before a fight starts.
Pick up a sphere or minion and throw it to slow and damage enemies. Thrown spheres have their duration reset. Use this to reposition spheres for better angles or to extend the time they stay on the map for a bigger .
Knocks back enemies and spheres. If a sphere hits an enemy, they are stunned. This is your primary defensive and offensive tool. After 60 Splinters from , the cone is much wider and applies a slow, making it a massive teamfight ability.
Single-target nuke that fires all active spheres at the enemy. Each sphere increases the damage. It also spawns 3 spheres immediately. After 100 Splinters from , this will execute any target under 15% maximum health.
Stay behind your front line and use to create a 'minefield' of spheres. Use to peel for yourself or catch out the enemy ADC. Once a target is stunned, use to eliminate them.
If an enemy assassin is fed, do not use aggressively. Hold it exclusively to knock them back and stun them when they dive you or your ADC.
The bread and butter. Place a sphere and immediately knock it back to stun the target. Very fast and hard to react to at mid-range.
Reposition a sphere with W to catch them off guard, drop a second Q, stun them with E, and finish with the ultimate.
Use first on a target. Once the spheres land on the ground, use to scatter them in a massive arc, potentially stunning the entire enemy team.
Standard high-damage rotation. By holding a sphere with W, you ensure it doesn't expire before you cast , maximizing the sphere count.
| Spike | Why |
|---|---|
| Level 1 | has a short cooldown and high base damage, allowing you to proc Manaflow Band and farm Splinters early. |
| Level 6 | Your kill pressure increases massively with . You can often burst mid-laners from 70% HP if you land a stun. |
| 40 Splinters | Gaining the second charge of drastically increases your DPS and ability to set up stuns. |
| Level 11 | With Rank 2 and usually the upgrade, you become a menace in mid-game teamfights. |
| 100 Splinters | The 15% execute on makes you a threat even to tanks and ensures no carry survives your combo. |