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Patch 16.2.1
Identify the enemy's biggest threat. Use to protect your carry from that threat, or use your high health and stuns to lock that threat down while your team follows up.
A beefy Warden-style support that excels at neutralizing divers and 'kidnapping' out-of-position enemies. You alternate between being an immovable frontline and a life-preserver for your ADC.
You deal bonus magic damage based on your health. Every auto or ability adds a stack. At 3 stacks, you can use on enemies. Don't stop hitting them; your damage scales directly with how much HP you build.
Your main tool. It slows and heals you. If the target has 3 stacks from , it stuns them instead. Use this to fish for picks or keep people in range for more autos.
A long-range dive that knocks up enemies. It has a long wind-up, so it's best used from a brush (fog of war) or after you've already slowed the enemy with .
The reason you're hard to kill. You store damage as 'gray health'. If you wait, you heal. If you press it, you get a shield. Use the shield only when you're about to take lethal damage; otherwise, let it heal you.
Eat an ally to shield them and keep them safe, or eat an enemy with 3 stacks of to suppress them. This is your game-changer. Use it to stop an assassin from killing your ADC or to drag an enemy into your tower.
Position yourself between your ADC and the enemy divers. Use to slow anyone trying to get close. Save specifically for when your carry is CC'd or about to take a burst of damage.
If you manage to get 3 stacks on an enemy carry, use to take them out of the fight entirely for a few seconds.
The fastest way to lock someone down. Two autos build stacks, then applies the third stack and instantly stuns.
Build 3 stacks using the stun, then hit one more auto to refresh the stacks before using . Walk the enemy back into your team or under your turret.
Land the slow from first. This makes it much harder for the enemy to walk out of the knockup radius.
Use the lack of vision to land a surprise . Follow up with the full stack rotation to isolate a target.
| Spike | Why |
|---|---|
| Level 1 | poke and heal is oppressive. You can out-trade almost any other support if you land it. |
| Level 3 | You have access to for engage and for tankiness. Your all-in potential is now online. |
| Level 6 | is unlocked. You can now save your ADC from any mistake or punish an overextended enemy. |
| Level 11 | Second point in lowers the cooldown significantly, allowing you to be more aggressive with it in teamfights. |