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Patch 16.2.1
Maintain high vision around your lane to safely poke. Use your range to prevent the enemy from ever starting a clean 5v5 fight, forcing them to engage while half-health or lose objectives.
Long-range artillery mage who dominates through superior distance and attrition. You win by forcing enemies to back or die before they can even touch you.
Basic attacks restore mana. Always try to hit a champion with this as it restores double the amount compared to minions. Use the cooldown to time your aggressive trades.
Your primary tool. Hold it to increase range, but remember it doesn't increase damage. Use the max range to poke from fog of war where they can't see the charge-up.
Calls down a blast. The center deals way more damage and a massive slow. Always aim to center this on the target to guarantee follow-up hits with .
A projectile stun. The duration is longer the further it travels. Save this for self-peel against divers or to start a long-range pick combo.
Immobilizes you to fire several long-range blasts. Don't spam the shots; wait for the enemy to burn their dash or change direction before firing the next one.
Stay at the absolute maximum range of . Your goal is to hit the enemy carries with and while saving for anyone who jumps on you.
If your team has a heavy engage tank like Malphite, use the moment they engage to add massive AOE burst from safety.
The heavy slow from the center of makes it nearly impossible for the enemy to dodge . This is your main laning trade.
Land a max-range for the longest stun duration, then follow with the full combo. This will 100-0 most squishies in the mid-game.
If a diver gets close, use immediately, Flash to create distance, and drop at your feet to slow them further as the stun ends.
After poking them down with basic spells, immediately channel to finish them off while they are still slowed or trying to retreat.
| Spike | Why |
|---|---|
| Level 2 | Having both and allows you to land the slow-into-poke combo for early lane dominance. |
| Level 6 | gives you global-tier map pressure to help with jungle skirmishes or finish off low-HP bot laners. |
| Level 9 | With at max rank, your waveclear becomes instant, allowing you to pressure the map or take jungle camps. |
| Level 11 | Second point in adds an extra shot and significant base damage for mid-game objective control. |
| Level 16 | Max rank with multiple shots can solo-kill an ADC from across the map if you land 3-4 hits. |