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Patch 16.2.1
Farm perfectly to reach your augments ASAP. In the mid-to-late game, group with your team and use to poke. Use and to control the area around objectives like Baron or Dragon, forcing the enemy to fight into your AOE.
Scaling control mage who dictates the pace of the game through zone control and massive AOE burst. You start as a fragile scholar and end as a god of mechanical destruction.
You need 100 Hex Fragments for each upgrade. Minions give 1, large minions give 5, and takedowns give 25. Prioritize 100% CS early—getting that first upgrade is your most important objective.
A two-part spell: a point-and-click blast that gives a shield, followed by an empowered auto. Use the shield to win trades while the projectile is in the air. The augment gives you a massive speed boost, making you a kiting machine.
Your only hard CC. It's a delay-based stun. Don't use it just to engage; use it to cut off choke points or drop it on yourself when an assassin jumps you. The augment makes all your other spells slow enemies, making impossible to dodge.
The core of your kit. It's a vector-cast laser (click and drag). The augment adds a second explosion (Aftershock) that deals huge damage to anyone standing still. Practice the vector casting until it's muscle memory.
A massive AOE storm that interrupts channels (like Katarina or Malzahar ults) on impact. You can move it by pressing R again. The augment makes it move faster and grow when it gets a kill—perfect for chaotic teamfights.
Stay in the backline and use to chip away at the enemy. Save for when the enemy clumps up or to stop a specific dive. Your goal is to maximize the Aftershock hits from and the ticks from .
If your ADC is the only fed member, use and exclusively for peel to keep them alive rather than looking for a big offensive play.
Your primary lane trade. Q a minion or the enemy for the shield, use the speed/shield to walk up, land the empowered auto, and fire E as you walk back to safety.
Drop the laser first since it has no cast time, then immediately R to interrupt and lock them down. Finish with Q and the empowered auto to proc Electrocute/Phase Rush.
When dove by an assassin, drop W directly on yourself. Q for the shield and speed to kite out of the circle. If they stay in to hit you, they get stunned; if they leave, you live. R to interrupt their combo.
Force the enemy to walk into your W or take the full damage of your E and R. Once the W augment slow is active, hitting E makes it almost certain they get stunned by the W.
| Spike | Why |
|---|---|
| Level 6 | You gain , giving you kill pressure and the ability to interrupt enemy channels. Usually coincides with your first upgrade if farming well. |
| Level 7 | With a few points in and the Aftershock augment, you can now one-shot the caster minions, allowing for instant waveclear and roams. |
| Level 9 | is fully maxed. Your poke damage becomes oppressive for any squishy target. |
| Level 11 | Second rank in and usually your second upgrade (typically ). Your kiting and mid-game skirmishing peak here. |
| Level 16 | Max rank and full augments. The storm moves incredibly fast and can solo-win a teamfight if positioned correctly. |