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Patch 16.2.1
Control vision to land hooks from the fog of war. In late-game fights, focus on using and to keep your highest-damage carry alive at all costs.
The ultimate playmaker. You control the pace of the lane with hook pressure and save your allies with the best utility tool in the game. You're the director of every fight.
Souls drop from dead enemies. Walk near them or use to pick them up from range. This is your ONLY source of armor per level. If you don't collect them, you will be paper by mid-game.
Your hook. It pulls the enemy twice before you can reactivate it to fly to them. Don't always take the second Q—the 1.5s stun is often enough for your team to follow up while you stay safe.
Throw it ahead of allies or use it to collect souls from distance. It shields the first ally who touches it. Most importantly, allies can click it to dash to your location.
Pushes or pulls. Use it to pull enemies into your or push away divers. The passive damage on your first auto is huge—wait for the indicator to turn red for maximum poke damage.
Creates five walls. The first one broken deals massive damage and slows by 99%. Use to knock enemies into the walls if they try to walk around them.
Look for a hook on a squishy target to start the fight. Once the fight starts, sit on your ADC. Use to stop anyone jumping on them and to reposition them if they get cornered.
If you are significantly ahead, you can play as the primary engager by taking the recast into the backline and dropping to disrupt everyone.
Pull the enemy toward you with when your passive auto-attack is fully charged. This is a quick burst of damage that doesn't require a hook.
Land the hook, fly in, drop the box immediately, then use to push them into a wall for the 99% slow and high damage.
You cannot Flash during the windup of , but you can Flash immediately after to change the trajectory angle and bypass minions.
Throw to an ally, then hit and recast it. Your ally clicks the lantern and flies with you to the target for a 2-man dive.
| Spike | Why |
|---|---|
| Level 1 | passive damage allows you to win almost any auto-attack trade in the bot lane bush. |
| Level 2 | The combo of and provides enough crowd control to force Flashes or secure early kills. |
| Level 6 | adds massive burst and a 99% slow, making it impossible for hooked enemies to escape. |
| Level 11 | With points in and some Ability Haste, the cooldown becomes short enough to use twice in one fight. |