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Patch 16.2.1
Win lane or survive until you can split-push. Your goal is to force the enemy team to send 2+ people to stop you, then escape with while your team takes Baron or Dragons.
Relentless split-pusher and duelist who uses invulnerability to ignore towers and force 1v2 scenarios.
Building Fury is your only priority. At 100 Fury, you get 40% crit chance for free. Never take a fight with 0 Fury unless you have no choice. Hit minions constantly to keep the bar red.
Passive gives you AD based on missing health—you actually hit harder while dying. Active heals you but wipes your Fury. Only use the active to survive a poke or after a trade is over; never use it during an all-in.
The AD reduction is massive in 1v1s even if they face you. The slow ONLY works if their back is turned. Use this the moment an enemy starts to kite away or retreat.
Your main gap closer and escape. Critting a champion reduces this cooldown by 2 seconds. In a late-game fight, hitting a few crits means you can again almost instantly.
You cannot die for 5 seconds. You can cast this while stunned, silenced, or suppressed. Do not wait until 1 HP to use it; cast it at ~10% HP to account for burst or server latency.
Do not run at them from the front. Wait for the fight to start and flank the ADC or Mid. Use to get in, force them to focus you, pop , and spin out when it's about to end.
If you are extremely fed, you can act as a front-line sponge by drawing all enemy Ultimates and CC while in , but only if your team can follow up.
Spin through them to deal damage, land one auto, and use the momentum to walk back to your wave. Great for chipping health.
Slow them with W, close the gap with E, and use Ghost to stay on top of them. Every crit reduces your E cooldown to follow their Dash/Flash.
The bread and butter. Tank the tower shots while killing them, pop R to survive the final shots, and spin over a wall to safety.
Extends the damage range of your spin and makes it impossible to react to. Use this to finish off low-HP targets who think they are safe.
| Spike | Why |
|---|---|
| Level 1 | With a full bar of , you have the highest kill pressure in the game. Most champs cannot 1v1 you if you get two crits. |
| Level 2 | Having and (for AD) or (for slow) lets you run down opponents who overextend. |
| Level 6 | unlocks your ability to dive and stay in fights you should lose. You can now ignore the enemy's tower. |
| Level 11 | Rank 2 significantly reduces your ultimate's cooldown, allowing you to split and dive more frequently. |