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Patch 16.3.1
Find a pick on a priority target (ADC/Mid) using , dive in with ready to fear the surrounding team, and use the resets to clear the remaining low-health enemies.
An anti-mobility burst mage that excels at punishing dash-heavy champions and diving into the backline to trigger chain-kill resets.
Your red bar is everything. When full, your next ability fears and stops dashes. Basic attacks or abilities on 'Gloomed' enemies (enemies that dashed or were hit by ) pop for damage and give you 25% of your fear bar back. Don't waste the fear on minions.
A missile that starts wide and slow, then speeds up and narrows. Use this to pop Gloom marks from a distance. In lane, try to line up the wave to hit the enemy champion at the same time.
Instant AOE shield and damage. This is your primary defensive tool. If an assassin like Zed or LeBlanc jumps on you, with ready is an instant, unmissable fear.
A shadow zone that grows in size the further you throw it. It slows and applies Gloom marks. This is your best tool for long-range fears or setting up a guaranteed hit.
A long-range snipe. If it hits, you can recast to dash to the target. If the target dies within 6 seconds of being hit by , the cooldown resets completely. This allows for massive cleanup plays.
Wait for your tank to engage or an enemy carry to misstep. Use to enter the fray, landing a massive Fear with . You want to maximize your AOE damage while using your shield to survive the initial burst.
If the enemy has a hyper-carry like Master Yi or Katarina, hold your and specifically to peel them off your own ADC.
Throw to slow and mark them, then follow with a fast . The auto-attack procs the Gloom mark for extra damage and passive refund.
Ensure is ready before taking the dash. The instantly fears the target upon your arrival, making the rest of your kit impossible to dodge.
Use this when the enemy is clumped. A Flash-instilled Fear from can hit 3-5 people instantly, winning the fight before it starts.
Perfect for Yasuo or Irelia. Let them dash to you, interrupt them mid-air with 's fear, then burst them while they are CC'd.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full basic rotation and the shield from , making you very hard to out-trade for most mid laners. |
| Level 6 | Your kill pressure jumps from zero to hero. You can now roam to bot lane and impact the map with . |
| Level 9 | With maxed, you can one-shot caster minions, allowing you to shove and look for snipes. |
| Level 11 | Second point in lowers the cooldown significantly, and teamfights occur more often where your AOE shines. |
| Level 16 | Max rank has a massive reset window and huge base damage, making you a cleanup monster in late-game sieges. |