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Patch 16.2.1
Identify the 'hunted' targets using to create a numbers advantage. Force early drakes and Grubs, then use your mid-game strength to pick off out-of-position carries before they can group and kite you.
An aggressive early-game duelist and map-pressure jungler. You thrive on being low health to bait enemies into losing fights they think they've won, using blood trails to hunt down isolated targets.
Basic attacks deal bonus magic damage. When you are under 50% HP, you heal for that damage. Under 25% HP, that healing triples. This is your 'bait' mechanic; you are hardest to kill when you look like you're about to die.
Lunge and bite. Healing is based on damage dealt. CRITICAL: If you hold the key, you latch onto the target and leap behind them. This follows ANY movement they make, including Flashes, Blinks, and Teleports.
Passive: You get MS toward and AS against low health enemies. Active: Briefly senses all enemies and grants the MS bonus toward the nearest one regardless of their health. Use this to find the jungler or start a chase.
Gain damage reduction for 2.5s. You can reactivate to fear nearby enemies. Always use the full duration of the damage reduction unless you desperately need the fear to interrupt a channel or peel.
Leap a distance based on your current Move Speed and suppress the first person hit. You heal for 100% of the damage dealt. Since it scales with MS, using first makes your leap distance massive.
Use to soak the initial burst of the fight. Target the enemy's most mobile carry with to shut them down. If your backline is being dove, use and to peel for them instead.
If the enemy has heavy CC (like Morgana or Lux), do not lead with . You will get hit mid-air and die instantly. Wait for them to use their spells first.
Activate , hold to swing behind the enemy, then reactivate to fear them back toward your team.
After ends, immediately tap . While they are feared, use to stay stuck to them or follow their escape attempt.
Use active to gain a massive burst of Move Speed, which significantly extends the jump range of for an unexpected engage.
Prime , Flash into the middle of the enemy team, and reactivate for an instant, multi-man fear.
| Spike | Why |
|---|---|
| Level 3 | With all three basic abilities, nobody can 1v1 you in the river. You can win almost any jungle 2v2. |
| Level 6 | gives you a reliable gap closer and hard CC, making your ganks much more lethal. |
| Level 9 | Maxed out gives you huge burst damage and maximum healing in skirmishes. |
| Level 11 | Rank 2 with lowered cooldown allows you to look for picks more frequently across the map. |