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Patch 16.3.1
Maintain superior positioning in teamfights. Use to whittle down enemies before a fight starts, then use to peel for yourself or catch a carry, followed by a full to wipe the enemy team.
Long-range artillery mage focused on geometry-based poke and melting entire teams with true damage from the backline.
Every ability hit adds a stack. 3 stacks deal a burst of true damage. This is your identity. Use to stack this quickly as it hits twice. In late game, this is why you out-damage other mages against frontliners.
A bolt that splits in a T-shape. Reactivate it to split early. Use the '90-degree' rule: aim it to the side of the lane so the split bolt hits the enemy around their minion wave. It also refunds mana on kills, so use it to last hit if needed.
Opens a rift that deals damage twice. It has no cast time, meaning you can cast it while moving. It's your primary way to stack during a combo. Always layer this under an enemy you have knocked up with .
A circular explosion that knocks up. It's slow and has a short range. If an enemy is jumping on you, cast it slightly behind your own character model to catch them mid-dash. This is your most important defensive toolβdon't waste it.
A massive 2.5s beam. If an enemy has 3 stacks from , they become 'Researched' and the beam deals True Damage instead of Magic Damage. Always try to proc your passive before starting the channel for maximum shred.
Stay at maximum range. Your goal is to apply stacks to as many enemies as possible using and , then use to melt the frontline. Never be the first one in.
If the enemy team has a fed assassin, your role shifts to 'Anti-Dive.' Hold specifically to stop their engage on you or your ADC.
Slow them with the split Q to make the first half of W guaranteed. This sets up 2 stacks toward your .
The Q slow makes E much easier to land. Once they are knocked up, the W and R will quickly proc for true damage throughout the beam duration.
When an assassin like Zed or Fizz jumps on you, drop E at your feet. Follow with W and Q for a quick proc and slow while you retreat.
Used when an enemy is already CC'd or moving predictably. This procs twice almost instantly, ensuring the entire duration deals True Damage.
| Spike | Why |
|---|---|
| Level 3 | You have access to all basic abilities, allowing you to proc for the first time in trades. |
| Level 6 | Your kill pressure triples. allows you to finish off targets from half HP if you land an initial combo. |
| Level 9 | With maxed, you can clear the entire backline of a minion wave with one cast, giving you permanent mid priority. |
| Level 11 | Rank 2 damage increases significantly, making you a massive threat during mid-game dragon fights. |
| Level 16 | Max rank combined with late-game AP allows you to melt even the tankiest of champions in seconds. |