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Patch 16.2.1
Identify the enemy win condition and shut it down using . Split-push to draw pressure, then use your global to join your team and force a 5v4 fight with a Gold Card pick.
Macro-heavy roam specialist who wins by out-positioning the enemy and creating numerical advantages via globals.
You get extra gold for every last hit. This means even if the lane is a draw, you are actually winning. Focus on perfect CS to maximize this; 10 extra gold per minute adds up to a free item component by mid-game.
Throws three cards in a cone. It has a long range and high scaling but it is slow. Use this to thin waves from safety or to poke enemies that are stunned by your . It hits everyone it passes through, so aim it through the whole wave.
Your most important tool. Blue is for mana and high damage, Red is for AOE slow/clear, Gold is for the stun. The cards cycle in a fixed order (Blue -> Red -> Gold). You need to learn the rhythm so you can 'double-tap' for the card you need.
Gives you passive attack speed and bonus magic damage every 4th hit. Watch the counter on your buff bar. Try to time your trades so your Gold Card from is the hit that procs the bonus damage.
First cast reveals everyone (great for finding a hidden Jungler). Second cast is a teleport. The channel is 1.5s. You can select your card WHILE channeling the teleport so you arrive with a Gold Card ready to throw.
Stay in the backline and throw for poke. Use Gold Card from on anyone trying to dive your ADC. Once a target is low or out of position, use to cut off their escape.
If your team lacks engage, you must be the one to Flash + Gold Card an enemy carry to start the fight.
Lock the Gold card, throw it to stun, and then follow up with a guaranteed . Walk back immediately to stay safe.
Ensures your stun hit also triggers the bonus damage from . This is your maximum single-target trade potential in lane.
Use to see the map, start cycling during the TP channel, and lock the Gold Card just before you land to stun the target instantly.
The 'Gold Card Flash' is your primary way to start a fight. It is point-and-click and gives the enemy almost no time to react. Use this to catch a carry out of position.
| Spike | Why |
|---|---|
| Level 2 | Access to and allows you to poke and trade. Blue card from keeps your mana high while keeps the wave shoved. |
| Level 6 | Your pressure becomes global. Even if you don't use , the threat of you disappearing from mid forces side lanes to play scared. |
| Level 9 | is maxed. You can now clear the back-line minions with a single Red Card and one , allowing you to roam freely. |
| Level 11 | Rank 2 reduces the cooldown significantly, making you a constant threat on the map. |
| Level 16 | Max rank allows you to be everywhere. Your stun duration is at its peak, making every Gold Card a potential death sentence. |