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Patch 16.2.1
Survive the early game without falling more than 20 CS behind. In teamfights, stay in the backline and hit the closest target to safely proc . Once key enemy CC is used, activate and use invisibility to dive the backline or clean up.
A high-skill hyper-carry focusing on outplaying through mobility and invisibility. You are the ultimate tank shredder but must respect your low range (550) during laning phase. Success depends on your ability to use for dodging and for self-peel.
Gives movement speed when moving toward enemies. Use this to determine if an enemy is in a bush—if you gain the MS, they are there. It is strictly for chasing; it provides zero benefit when running away unless you use it to reposition around an enemy.
A short dash that resets your auto-attack timer and empowers your next shot. In , this grants 1 second of invisibility. Do NOT auto-attack immediately after using in —use the full 1 second of invisibility to reposition and confuse the enemy.
Passive true damage every 3rd hit on the same target. This is why you must prioritize hitting the same target repeatedly. Switching targets resets the stacks on the previous one. Use to secure the 3rd hit quickly.
Fires a bolt that knocks back. If they hit a wall, they are stunned. You can use then immediately Flash to change the angle of the knockback (E-Flash). It also procs one stack of .
Massive combat buff. It increases your AD and triples the MS from . Most importantly, it grants invisibility on . This is your 'go' button for teamfights and duels.
You are one of the few ADCs who can kill a 5000 HP tank in seconds. Stay behind your frontline and focus whoever is closest. Use + to reposition every time a diver jumps on you.
If you see a squishy carry out of position, you can use + to hunt them down, but only if you know the enemy's CC is on cooldown.
Your standard lane poke. Resets your auto timer for two fast shots. If the enemy is in range for a third, take it to proc .
Instantly procs from a distance. The counts as the third stack and pushes the enemy away so they cannot trade back.
Cast on the target, then Flash to a side angle before the bolt fires. This redirects the knockback path, often catching enemies off guard for a stun against a wall they thought they were safe from.
Pop for the AD boost. Use to close gap or dodge. Use to pin them to a wall mid-fight to guarantee the kill.
| Spike | Why |
|---|---|
| Level 2 | You have both and , allowing you to win short trades if you can proc the 3rd bolt. |
| Level 6 | is a massive stat check. The invisibility on allows you to win almost any 1v1 if you dodge the enemy's main spell. |
| Level 9 | At this point, you usually have maxed (for mobility/CD) or (for damage), significantly increasing your DPS. |
| Level 11 | Rank 2 provides more AD and lower cooldowns, making you a major threat in mid-game skirmishes. |
| Level 16 | Rank 3 combined with items makes you nearly unkillable if your mechanics are sharp, as you are invisible for 1s every 2-3 seconds. |