Loading...
Loading...
Loading guide...
Patch 16.2.1
Identify the enemy win condition and shut them down by engaging from fog of war. In late-game teamfights, land on the enemy backline and use to bounce them into your team while soaking all their cooldowns.
The ultimate long-range engage tank. You specialize in ganking from angles no other jungler can reach and disrupting entire teams in clumped-up fights while healing through absurd amounts of damage.
When you hit enemies, you drop blobs. Pick them up to heal. When you 'die', you split into 4 pieces. If they survive for 4 seconds, you revive. Always keep an eye on the cooldown before taking risky dives.
Slap an enemy, then auto-attack a different enemy (or minion/ward/tower) to slam them together. This is a double-target CC. You can a champion and then auto a nearby minion to pull the champion out of position.
An AoE burst that deals % Max HP damage. Picking up blobs reduces this cooldown by 1 second. In fights, spam this every time it's off cooldown while pathing over your blobs.
The core of your kit. Charge it up to launch yourself. The longer you charge, the further you go. Use this from fog of war so enemies don't see the landing indicator until it's too late.
You bounce 4 times, gaining movespeed. The first hit on an enemy knocks them up, and further hits slow them. This also generates a lot of blobs for massive mid-fight healing.
Your goal is to reach the enemy carries using and disrupt their positioning with . While doing this, pick up every blob to stay alive.
If your own carry is extremely fed and being dove by assassins, stay back and use and as peeling tools instead of engaging.
Land your jump, immediately press mid-air, use to slam the priority target into a teammate or minion, then use to keep them locked down.
Hit a target with , use your to jump to a different location, then auto-attack something else to pull the first target across the screen.
Use immediately upon landing to prevent the enemy from using Flash or dashes. Follow up with once they land from the first bounce.
A very fast way to initiate. the champion, Flash into range of a minion to auto-attack it for the slam, then point-blank for the knock-up.
| Spike | Why |
|---|---|
| Level 4 | With 2 points in , your jump range becomes long enough to clear most jungle walls for creative gank paths. |
| Level 6 | provides a massive spike in CC and healing potential, making your ganks almost guaranteed kills. |
| Level 9 | is now maxed out, giving you maximum jump range and a very low cooldown for constant map pressure. |
| Level 11 | Rank 2 increases displacement and allows you to disrupt mid-game teamfights more frequently. |
| Level 16 | Your tankiness is at its peak, and has a very short cooldown, allowing you to engage every single fight. |