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Patch 16.2.1
Facilitate a 'death ball' strategy. Stay grouped with your team, use on your primary initiator, and land a multi-man to negate the enemy's primary damage source while you out-sustain them with resets.
A defensive Warden-Enchanter hybrid that thrives in prolonged brawls and counter-engage scenarios. You function as a 'battery' for your team, converting basic attacks into healing and crowd control resets.
Your engine. Every spellcast gives 2 fast autos that reduce all basic ability cooldowns. Never cast a spell without following up with these two hits—it is how you keep and available.
Heals based on charges. Every hit grants a charge. In a fight, you want to cycle Ability -> Auto-Auto -> -> Auto-Auto to maximize throughput.
Links you to an ally. Passively grants both of you armor. When you use an ability, it also fires from the linked ally's position. Keep this on your primary engage or the carry being dove.
A delayed linear stun. This is your only CC. You can aim it from yourself or your partner. Use it to follow up on your tank's engage or to stop a diver mid-dash.
After a 2.5s delay, makes all nearby allies invulnerable. The hardest ultimate to time. You must predict the 'burst window' and start the channel before the heavy damage actually lands.
Stand near your carries but close enough to the enemy to hit them. You must auto-attack *anything* (champions, minions, or even wards) to keep your resetting your heals and stuns.
If your team has a heavy diver (like Hecarim or Jax), them and focus on landing from their position to create an engage rather than waiting for the enemy.
The fundamental loop. By weaving autos between every cast, you reset your cooldowns so quickly that and are almost always available.
Buffer your stun first. Right before the beam fires, Flash onto the enemy. This gives them zero time to react compared to Flashing then pressing the button.
Used when your tank initiates. You cast so it lands as they dive deep, then use through them to layer CC while the invulnerability kicks in.
The fastest way to pump out raw healing. You only need 2 charges of to make the rotation efficient; don't wait for 4-5 charges in a life-or-death fight.
| Spike | Why |
|---|---|
| Level 1 | If you start and land it, your allows you to win almost any 1v1 or 2v2 melee trade. |
| Level 4 | With 2 points in , your healing-to-mana ratio becomes highly efficient for sustained skirmishes. |
| Level 6 | completely changes the lane dynamic. You can now dive towers or survive any all-in attempt. |
| Level 11 | Rank 2 has a lower cooldown, allowing you to force teamfights around every major objective spawn. |