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Patch 16.2.1
Identify your team's most fed carry, build the 'Best Friend' bond with them, and keep them alive through every teamfight using and . If they survive the initial burst, you win the fight through sustain.
An untargetable enchanter who specializes in turning a single carry into an unkillable raid boss. You trade presence and roaming for unparalleled late-game scaling and safety.
periodically grants a heal when you hit champions with attacks or . The healing is transferred to your next Attached ally. The 'Best Friend' mechanic is key: you gain the bond by killing minions and champions with an ally while Attached.
A steerable missile. While on your Best Friend, always applies an enhanced slow and gives your ally on-hit damage. Use it to scout bushes or slow fleeing targets for your ADC.
Your core mechanic. Dash to an ally to become untargetable. While on your Best Friend, grants you Heal and Shield Power and gives your ally on-hit healing. Never hop off if the enemy has hard CC ready.
Grants a shield, Movement Speed, and Attack Speed. While Attached, it targets the ally. Use to help your ADC kite or to mitigate burst damage from trades.
Yuumi fires 5 waves of damage and healing. While on her Best Friend, the waves follow your cursor. You can cast and swap allies with while channeling. It's a massive tool for sustaining your frontline during a dive.
Stay attached to your primary carry. Use to slow high-priority targets and to keep your frontline healthy. Your main goal is to keep the shield from up during critical damage windows.
If your carry is full health but another vital teammate is dying, use to hop over, cast , then hop back to your Best Friend for the passive bonuses.
Steer to hit the enemy ADC. On your Best Friend, this triggers bonus on-hit damage for them immediately.
Activate to provide sustain and damage, use to give your ally the speed to stick to the target, and to slow the enemy's escape.
When the enemy's CC is on cooldown, hop off to proc for a free heal, then immediately return to safety.
If your current host dies and you are about to be collapsed on, Flash toward a different ally to get back into range.
| Spike | Why |
|---|---|
| Level 1 | allows for safe, long-range poke that can start winning the health-bar war early. |
| Level 6 | provides massive teamfight impact and can save an ally from a 2v3 dive. |
| Level 11 | Second rank of significantly increases the healing and damage output in mid-game skirmishes. |
| Level 16 | Your late-game scaling is at its peak. Your shield and Best Friend bonuses make your carry nearly unkillable. |