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Patch 16.2.1
Win lane early by taking plates with . Use your lead to take towers across the map. In late game, stay at max range and use resets to clean up fights.
Aggressive lane bully that scales into a high-range hypercarry. You win by forcing all-ins and using resets to snowball or escape.
Gives you extra attack range for every level you gain. By level 18, you are a sniper. This range also applies to the cast range of and .
Your steroid. It costs zero mana and gives a massive attack speed boost. Use this immediately after placing to stack the bomb as fast as possible.
A long-range jump that deals damage and slows. It resets its cooldown if you get a kill/assist OR if you fully stack and detonate on an enemy champion.
Passive makes minions explode when killed (pushing your lane). Active places a bomb. Every auto increases its damage (up to 4 stacks). At 4 stacks, it explodes instantly.
A massive knockback. Use it to finish off enemies or peel divers away. If you kick an enemy that has on them, the explosion radius is doubled.
Stay at the edge of the fight using range. Use to shred the closest threat. Do NOT use aggressively unless you are 100% sure you get the kill for the reset.
If an assassin like Zed or Talon jumps on you, use immediately to shove them away, then to reposition.
The bread and butter. Cast while you are flying in the air to save time. The 4th auto resets for a safe exit or a chase.
Risky but effective. Jump behind an overextended target and blast them into your team with .
Use to deliver the final stack of . The bomb will explode at the end of the knockback, often killing them out of reach.
When you can't commit to a jump, just drop the bomb and hit it twice. The passive explosion from will still hurt them.
| Spike | Why |
|---|---|
| Level 2 | You have and . If the enemy is even slightly out of position, jump on them and Ignite for a first blood. |
| Level 6 | Your burst damage almost doubles with . You can now 100-to-0 most squishy ADCs. |
| Level 11 | The extra range from and the second point in make you very difficult to dive in teamfights. |
| Level 16+ | Your range is now massive, allowing you to hit towers and champions from complete safety. |