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Patch 16.2.1
Early-game powerhouse and diver. He excels at forcing fights with long-range engage via and , then sustaining through duels with . In teamfights, he uses to isolate targets and negate ranged damage.
| Ability | What You'll See | What It Means For You |
|---|---|---|
| A yellow glow on his spear every third hit accompanied by a small heal VFX. | Provides sustain in the jungle and extra damage in duels. Do not try to out-sustain him in long, auto-attack-based trades early on. | |
| Spear glows blue and he stabs rapidly three times. | The third hit knocks you up. Each hit also reduces the cooldown of his other abilities. Use CC or mobility to prevent that third strike from landing. | |
| A circular sweep followed by a long-range linear thrust. | The thrust deals heavy damage, slows, and marks you. If you are marked, his range is nearly doubled. Sidestep the thrust at all costs. | |
| A fast dash that creates a small shockwave on impact. | His primary engage that grants him Attack Speed. Once he uses this, he has no way to stick to you if you dash or jump away immediately. | |
| A large wind circle that knocks back everyone except his last target. | He is immune to damage from anyone outside the circle. If you are a ranged carry, you MUST step inside the perimeter to damage him, or wait for the 5-second duration to end. |