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Patch 16.2.1
Snowball the early game by invading the enemy jungler or repeated ganking. Secure early Dragons and Heralds. In mid-game, look for picks with and end the game before the enemy ADC gets 4 items.
Aggressive early-game skirmisher and diver. You want to force 1v1s or 2v2s early where your sustain and base damage are unmatched. You're the one who dictates the tempo of the jungle.
Every third attack deals bonus damage and heals you. This is why you win long trades. In the jungle, use this to stay healthy—never skip an auto-attack.
Empowers your next 3 autos. The 3rd knocks the target up. CRITICAL: Each hit reduces the cooldown of your other abilities by 1 second. Always use this while clearing to get and back faster.
A slash then a thrust. The thrust is long-range and marks enemies as 'Challenged.' This mark is your most important mechanic because it doubles your dash range. Slows enemies too.
Dash to an enemy and gain Attack Speed. If the target is 'Challenged' by your , the range is nearly doubled. Use this to catch people who think they are safe.
You sweep your spear, knocking back everyone EXCEPT your 'Challenged' target. You create a zone for 5 seconds that blocks all damage from champions outside the circle. Basic attacks and spells extend this duration.
Your goal is to dive the enemy carry, mark them with , and then use to isolate them while being immune to their teammates.
If your own carry is extremely fed, use and to knock back anyone who tries to dive them instead.
Don't lead with . Walk up, start hitting . When they get knocked up, is guaranteed to hit. Save to follow their escape tool.
Use this when you can't walk up. Hit the long-range thrust of to mark them, then use the massive range bonus on to close the gap instantly.
Dash to a frontliner or minion, then use to knock the squishy carries back into your team. Use on the carry afterward to make sure you can stay on them.
By using after your other spells, the three hits will immediately refund 3 seconds of cooldown on and , letting you use them twice in one fight.
| Spike | Why |
|---|---|
| Level 2 | With and , you can win almost any 1v1 at the first Scuttle or during an invade. |
| Level 3 | Full kit access. You now have the mark to catch people from a screen away. |
| Level 6 | makes you a diving god. You can now fight inside the enemy team without taking damage from their backline. |
| Level 9 | Usually, your is maxed here, providing maximum poke and catch potential with a much lower cooldown. |