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Draw pressure in a side lane by out-dueling anyone they send to stop you. In teamfights, use to ignore the enemy backline while you melt their frontline with and .
AP skirmisher and tank shredder who excels in extended duels and side-lane pressure. You are a scaling monster that transitions from a safe laner to an unstoppable front-to-back teamfighter.
Deals % max health damage on every hit. This makes you a nightmare for tanks. The healing is your primary sustain in fights—the more damage you deal with and , the more you heal.
Your main damage tool. Never use this without 4 stacks unless finishing a kill. The center deals true damage and procs . Use during the animation to reposition the snips if the enemy moves.
Your most skill-expressive tool. Enemies outside the circle cannot target or hit you with anything. Position yourself so the enemy is just outside the edge of while you hit them from inside to be untouchable.
A dash that buffs your range and speed. Always lead a trade with this to get the cooldown refund. It is an auto-attack reset; use it immediately after an auto for maximum DPS.
Three casts of slowing needles. Use to kite or to prevent enemies from running away from your . Each cast does more damage—don't rush the casts; use the slow to guarantee your other abilities hit.
Focus the closest target. Your and shred high-health targets faster than almost anyone. Use to prevent the enemy ADC from hitting you while you kill their tank.
If the enemy backline is immobile and squishy, you can use and to dive and burst them, using to block peel attempts.
The bread and butter trade. Dash in to close the gap and use the snips while the enemy is in range. The range buff helps you land the final snips while they retreat.
Use first to slow the target so they can't dodge your or the center of . Weave autos to keep your cooldown ticking down.
If an enemy jumps on you, start the animation and dash backwards with . The snips will still fire forward, hitting the enemy while you gain distance.
Similar to the classic 'Q-Flash' on other champs. Start and flash at the very end of the animation to hit a target that thinks they are out of range.
| Spike | Why |
|---|---|
| Level 1 | With , you have surprising kill pressure against many melee champions if you just keep auto-attacking for the reset. |
| Level 6 | gives you the slow you need to actually kill people. This is when you stop being a farm-bot and start being a threat. |
| Level 9 | is now maxed out. Your waveclear and true damage potential reach their first major peak. |
| Level 13 | is maxed. With some Ability Haste, the cooldown becomes extremely low, allowing for near 100% uptime on your buffs. |
| Level 16 | Max rank combined with level 16 stats makes you one of the strongest teamfighters in the game. |