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Patch 16.2.1
Win through side-lane pressure. Draw two people to stop your split push, then use your mobility to rotate to your team and force a 5v4 fight with .
Hyper-scaling skirmisher who uses extreme mobility to dive the backline and snap back to safety. You're a melee carry that thrives on finding the perfect flank and executing high-damage combos during short windows of safety.
Every second auto-attack deals magic damage. This is why you win extended trades against armor-stackers. You also get 2.5x crit chance, so two items gives you 100% crit.
Your bread and butter. It's a skillshot auto-attack. At 2 stacks, it becomes a dash that knocks up everyone in its path. Always have this stacked before looking for a fight.
Cleaves in a cone and gives a shield. Hit more champions for a bigger shield. Use this as enemies try to trade back to negate their damage. Its speed scales with your Attack Speed.
The most important part of your kit. You leave your body, gain move speed, and mark enemies. When you snap back, you deal true damage based on the damage dealt during the spirit form. Use this to dodge skillshots or dive under towers.
A massive linear dash that pulls all enemies hit into a single point. It always places you behind the last champion hit. Perfect for follow-up CC or starting a chain reaction.
Don't be the first one in unless you have a 5-man opportunity. Wait for the enemy to commit, then use to dive the backline, drop your full combo, and snap back to safety.
If your team has no engage, you must play as the primary initiator using 3 into .
The safest way to poke. Dash in with your knockup, shield yourself while they're airborne, get one auto in, and snap back before they can retaliate.
Stack Q3 first. Use E to close the gap, immediately R to lock them down, then W and Q as they land. The E pop will finish them off.
Use E for the move speed boost to get a better angle for R. If R lands, they are pulled into your Q3 knockup, keeping them CC'd for nearly 3 seconds.
Start the Q3 animation then Flash mid-dash to catch them off guard. If it hits, R is a guaranteed follow-up.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full trade combo. You can start chunking enemies with and snapping back. |
| Level 6 | gives you massive kill pressure and allows you to set up ganks for your jungler easily. |
| Level 9 | is now max rank, meaning your primary damage tool is on its lowest possible cooldown. |
| Level 11 | Rank 2 significantly reduces the cooldown, allowing you to force fights more often. |
| Level 16 | Max rank and your crit items are finished. You can now delete an ADC in a single rotation. |