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Patch 16.3.1
Survive the first 10 minutes with even CS. Transition into the mid-game by using to secure picks around Dragon/Baron. In late game, use your 1000+ AP to delete the enemy frontline or one-shot any squishy that walks into range.
Infinite scaling burst mage who functions as a late-game nuclear threat. Your job is to stack AP safely, control teamfights with your cage, and delete any target below 40% HP.
Every time you hit an enemy champion with a spell, you gain permanent AP. Takedowns give even more. Do not just farm minions; actively trade with to accelerate your power. More stacks also reduce the cooldown of .
A line-skillshot that hits two targets. It grants permanent AP when it kills a unit. Try to line up two low-health minions, or one minion and the enemy champion, to maximize stack generation while poking.
A high-damage meteor with a long delay. It's almost impossible to hit on a moving target. Only cast this when an enemy is stunned by or slowed by an ally. The cooldown gets significantly shorter as you collect stacks.
Creates a cage after a 0.5s delay. Enemies touching the edge are stunned. This is your lifeblood. Use it to zone enemies away from objectives or trap them inside so you can land . You don't always need the stun; trapping them inside is often enough.
A point-and-click nuke that scales with the enemy's missing health. This is an EXECUTE. Never lead with this. Wait until the enemy is below 33% health for maximum damage value.
Stay in the backline. Use to split the enemy team in half or peel for your ADC. Throw and on the closest targets to stack . Save for whoever is the biggest threat that falls below 40% HP.
If the enemy has a fed Master Yi or Katarina, hold exclusively to interrupt their engage; do not use it offensively.
The bread and butter. Catch them in the stun, drop and simultaneously, then finish with while they are still locked down.
If the enemy is inside the cage but not stunned, they are forced to dodge the center. Use that predictable movement to land an easy and gain stacks.
Use Flash to get the edge of directly on the target for an instant stun. This is your primary way to start a fight or catch a carry out of position.
When dove by an assassin, drop so you are in the center. They must either stop their dash or get stunned. Drop on yourself to force them to move or take massive damage.
| Spike | Why |
|---|---|
| Level 6 | Unlocks , giving you the ability to actually kill your laner if they stay at half health. |
| Level 9 | is maxed out, providing lower cooldown for faster stacking and consistent poke damage. |
| Level 11 | Second point in increases the execute threshold significantly. |
| Level 13 | Usually when is maxed second, the stun duration is now long enough to guaranteed a hit without high Tenacity. |