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Patch 16.2.1
Win lane through superior movement, then look to split push or join teamfights where you can follow up on a multi-man knockup with . Use your late-game armor pen to shred frontliners.
High-octane melee carry focused on extreme mobility through enemy units and negating enemy threats with a projectile-blocking wall.
Gives you double crit chance and a shield that procs when you take damage. Always look at your flow bar—if it is white, you are safe to take a short trade. If it is empty, back off.
A linear thrust. At two stacks, it fires a tornado. This is your primary tool for farming and setup. It is treated as an auto-attack, so it procs lifesteal and can critically strike.
Creates a wall that blocks all projectiles for 4 seconds. Use this to block the 'source' of damage. Don't waste it on low-impact autos; save it for CC spells like Lux Q or high-damage ultimates.
A fixed-distance dash through an enemy. It has a per-target cooldown. Do not dash through every minion instantly, or you will have no way to get back to safety.
Blinks you to an airborne target, extending the knockup and dealing damage. It instantly refills your shield and gives you massive armor penetration on your crits for a short duration.
Stay patient. Wait for your team to land a knockup or for the enemy to burn key CC. Drop to protect your own backline from the enemy ADC, then dive in with .
If you are the only source of engage, you must fish for a 2-3 man tornado and Beyblade into the backline yourself.
Dash in, poke with Q, and dash out before they can retaliate. Use your shield to soak any return damage.
While dashing with E, press Q, then immediately Flash onto the enemy. This creates an instant circular knockup at the Flash location that is impossible to react to.
After hitting a tornado, dash and Q a nearby target right before pressing R. This transfers the circular Q damage into your ultimate target for maximum DPS.
The ultimate mechanical combo. It combines the Flash engage of the Beyblade with the extra damage of the Airblade for a one-shot setup.
| Spike | Why |
|---|---|
| Level 2 | You unlock the + synergy, allowing you to aggressively trade and out-maneuver most mid laners. |
| Level 3 | Access to means you can now block the enemy's main defensive or offensive spells. |
| Level 6 | Huge kill pressure with , especially if you have a jungler with a knockup. |
| Level 13 | is usually maxed second, providing maximum dash speed and minimum per-target cooldown. |