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Patch 16.2.1
Reach the 30-minute mark with 8-9 CS per minute. In teamfights, use Ghost or Flash to reach the enemy backline, land a multi-man , and cycle through your and rotations until everyone is dead.
Scaling battlemage who thrives on sustain and massive AoE burst. You play like a ticking time bomb—survive lane, farm perfectly, and become an unkillable teamfight monster.
Converts bonus health to AP and AP to bonus health. This makes you naturally beefier than other mages. Focus on AP items first, as the AP-to-HP conversion is generally more impactful for your survival than vice versa.
Your bread and butter. Use it to poke and sustain. When the bar under your health turns red (Crimson Rush), your next deals massive damage and heals for way more. Always look to zone enemies when Crimson Rush is active.
Makes you untargetable for 2 seconds and slows enemies. It costs 20% of your current health, so don't spam it. Use it to dodge critical spells like Syndra R or Zed R. You can charge while in this state.
Charge up for 1.5s to deal AoE damage. If fully charged, it slows enemies. It costs max health to use, so be careful. It's your primary waveclear tool, but it can be blocked by minions or tanks.
Applies a debuff that increases all damage taken by enemies by 10%. After 4 seconds, it pops for damage and heals you for every champion hit. Always cast this at the very start of your combo to amp all your other spells.
You are a front-to-back threat that eventually dives the backline. Your goal is to hit as many people as possible with and . Use to stall for your cooldowns once you are focused.
If your carry is the only win condition, use your high damage and slow to peel the enemy frontline, though this is rarely your primary job.
Wait for your Crimson Rush bar to be almost full, start charging , then tap the enemy with the empowered and release simultaneously.
Start charging and then immediately press . You will remain in the pool while the charges and explodes, allowing you to clear waves safely if you are being pressured.
Charge while walking up. Drop first so it amps the damage of the releasing and the following . Pool at the end to stay safe while waiting for the heal.
The fastest way to kill a carry. You must hold during the Flash, then dump everything instantly. Release immediately after for maximum burst frames.
| Spike | Why |
|---|---|
| Level 6 | Unlocks , giving you actual kill pressure and the ability to turn 1v2 ganks into double kills with the heal. |
| Level 9 | is now rank 5. The cooldown is short enough that you can sustain through almost any lane matchup. |
| Level 11 | Rank 2 and more points in make your mid-game teamfighting extremely potent. |
| Level 16 | Final rank of . At this point, you can effectively one-shot most backline targets with a full combo. |