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Patch 16.2.1
Win lane through pressure, then force teamfights in narrow jungle corridors where the enemy cannot escape . Control objectives by using the threat of your ultimate.
A high-damage lane bully that transitions into a teamfight-defining ultimate machine. You rely on positioning and explosive burst rather than sustained kiting.
Deals bonus damage when you hit a new target. Never auto the same thing twice if you can help it. In lane, hit a minion then the enemy champion to maximize trade damage. This also reduces cooldown.
Your primary poke. It bounces to a target behind the first. If the first target dies, the second hit is a guaranteed crit. Line up low-health minions with the enemy ADC for massive chunks.
Passive movement speed keeps you fast. Active gives attack speed. Every time you proc on a different target, the cooldown of the active is reduced. Use this to keep the steroid up almost permanently in fights.
A wide area slow. It deals magic damage but scales poorly; use it strictly for the utility. It's your only way to guarantee they stay inside your or to peel yourself when someone runs at you.
A massive cone of waves. Each wave can crit. This is your win condition. Positioning is everything—wait for the enemy to commit their CC before you press this button, or you'll get interrupted immediately.
Stay extremely far back and wait for the fight to break out. Do not lead with autos. Wait for the enemy to group up or get CC'd, then find an angle to channel . Once the channel is done or interrupted, use to chase down survivors.
If you are playing against assassins like Zed or Talon, hold until they have used their gap closers, otherwise you are a sitting duck.
The bread and butter of your lane dominance. Killing the minion with makes the bounce do significantly more damage. It can easily take 30% of an ADC's health in one hit.
Standard reset. acts as an auto-attack reset. Since applies on the first auto and can apply it again if the target changed, this is fast burst.
The basic teamfight setup. The slow from ensures enemies take at least 2-3 extra waves of before they can walk out of the cone.
Use first for the attack speed, get your quick burst off, then drop to keep them in range of the full channel of .
| Pic | Pourquoi |
|---|---|
| Level 2 | Having both and allows for very strong short trades. If you hit level 2 first, you can zone the enemy off the wave entirely. |
| Level 6 | One of the strongest level 6 spikes in the game. If your support has a stun, is a guaranteed kill or double Flash. |
| Level 9 | is fully maxed out. At this point, a single bounce hit on the enemy ADC will force them to recall. |
| Level 11 | Rank 2 damage increases significantly, making you a massive threat at Dragon or Herald fights. |
| Level 16 | Rank 3 can delete an entire backline in under 2 seconds if you have the right items. |