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Patch 16.2.1
Control the pace of teamfights with . Use your superior range to soften targets with , then look for a pick with your ultimate to start a 5v4. In fights, focus the closest target and use your % HP damage from to melt frontliners before the enemy backline can reach you.
Versatile backline marksman who alternates between long-range poke and high-speed tank shredding. You excel at capitalizing on enemy mispositioning using your ultimate and high burst damage from percentage-health procs.
Killing anything gives you Attack Speed. Killing a champion gives a MUCH bigger buff and bonus AD/AP. Always try to last hit a minion right before you engage a trade to have active.
Your primary poke tool. The longer you hold it, the more damage and range it gets. It has a high cooldown unless you use it to detonate stacks on a champion, which refunds its cooldown. Never tap this unless the enemy is 1 HP.
Passive: Your autos apply stacks (up to 3). Your other abilities pop these for % Max HP damage. Active: Your next deals missing health damage. Save the active for when the enemy is below 40% HP to execute them.
Fires a hail of arrows that slows and reduces healing. Use this early in a fight against healers like Soraka or champions with high lifesteal. The slow also makes landing a follow-up much easier.
A long-range root that spreads to nearby enemies. It's your only self-peel and your primary initiation. It also automatically applies stacks over time to the target, allowing for a massive burst combo.
You play behind your frontline. Use either to catch an out-of-position carry or to peel for yourself when jumped. Focus on stacking on the enemy tank and popping them with or . Your presence makes it impossible for enemies to ignore you due to the healing reduction from .
If you are playing a Lethality build, your goal shifts to sniping the enemy backline with fully charged + from out of vision before the fight even starts.
The goal is to stack three times before using an ability. procs the first set and slows them, making the second set of autos and the final easy to land.
Lock them down with . While they are rooted, get your three autos in. Activate right before releasing for the maximum execution damage.
Used when you don't have time to auto-attack. applies stacks over its duration, which you immediately pop with , followed by a quick as the root ends.
You can buffer and then Flash to change the launch position. This gives the enemy significantly less time to react and extends your catch range.
| Spike | Why |
|---|---|
| Level 2 | The synergy between and stacks allows for a huge health lead if you land 3 autos and an E. |
| Level 6 | is one of the best setup tools in the game. You can now set up ganks or kill the enemy ADC if they step slightly too far forward. |
| Level 9 | is typically maxed first, giving you massive poke damage and a lower cooldown for detonating stacks. |
| Level 11 | Second rank in reduces the cooldown significantly, allowing you to look for picks more frequently during mid-game rotations. |
| Level 16 | Max rank and scaled damage means you can shred through even the tankiest frontlines in seconds. |