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Patch 16.2.1
Siege towers relentlessly to open up the map. Use to keep enemies away from Dragon and Baron. In teamfights, stay in the backline and spam and to melt the enemy team's health before they can engage.
Artillery mage APC who controls the map through extreme range, zoning, and unmatched turret destruction. You want to keep enemies at a distance while chipping away at their health and structures.
Your basic attacks periodically deal bonus magic damage. Using , , , or reduces this cooldown. This is your primary tool for shredding turrets. Always weave an auto-attack between spells when hitting towers.
A bouncing bomb that explodes on contact with an enemy. It can bounce over minions to hit champions behind them. The further you throw it, the more it bounces, but direct hits are more reliable. Use this to poke and clear waves from safety.
An explosive charge you can detonate manually. It knocks back enemies and yourself. Use it to escape over walls or peel divers. Crucially, it executes turrets below a certain HP threshold—look for the gold icon on the turret's health bar.
Scatters a field of mines. They slow and damage enemies. Don't just throw this for damage; use it to block off paths or protect yourself. It stays on the ground for a long time, making it perfect for objective control.
A massive long-range bomb. The center deals much higher damage than the edges. It’s best used as follow-up to teammate CC or to snip enemies escaping with low HP. It can also be used to clear a massive wave from across the map in emergencies.
Stay behind your frontline. Use to create a 'no-go' zone for the enemy. Focus on landing on squishies, but don't be afraid to hit the frontline if that's all you can safely reach.
If an assassin reaches you, use immediately to blast both of you apart. Your survival is more important than your damage for the first few seconds of a fight.
Throw to slow the target, making it much easier to land your . Finish with a passive-empowered auto before backing off.
Place mines behind them, then use to blast them backward into the field for maximum slow and damage.
Use to reposition yourself or knock an enemy into position, then lead with and follow up with to burst them down.
Spam abilities to reset as fast as possible to chunk the tower. Once the tower hits the HP threshold, use to instantly destroy it.
| Spike | Why |
|---|---|
| Level 3 | You have access to all basic abilities, allowing you to self-peel with and zone with . |
| Level 6 | provides massive kill pressure in lane and allows you to assist other lanes or secure objectives from a distance. |
| Level 9 | With at max rank, your waveclear becomes oppressive and you can clear casters in one hit. |
| Level 11 | Second rank in significantly increases your burst potential in mid-game teamfights. |
| Level 16 | Max rank on a low cooldown makes you a constant threat; one good hit can win a teamfight before it starts. |