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Win the lane early through health lead and CS denial. Use your priority to help your jungler or take plates. In mid-late game, siege towers by poking enemies to 50% HP with + before any fight starts.
Lane bully and poke-specialist who uses range advantages to whittle down top lane bruisers before committing to a hammer-form execution.
Gives you a burst of Move Speed when swapping forms. In top lane, use this to dodge incoming skillshots (like Illaoi E or Aatrox Q) without burning your Flash.
Hammer form is a targeted leap that slows—use it to finish kills or follow a flash. Cannon form is your main poke; never fire it naked if you can help it—always pair with .
Hammer form restores mana on hit; use this on minions when the wave is safe to stay in lane longer. Cannon form gives 3 max-speed autos; use this to quickly proc Phase Rush or destroy towers.
Hammer form is your 'get off me' button; use it to knock back junglers or cancel dashes like Jax Q. Cannon form is a gate that speeds up allies and your . Place the gate on top of yourself for instant acceleration.
Swapping to Cannon shreds enemy resistances on your next hit (great against tanks). Swapping to Hammer makes your next hit deal bonus magic damage and gives you passive resists to survive the trade.
Stay in Cannon form and focus on landing + on squishy targets. Only swap to Hammer form to peel for yourself with Hammer or to dive in and finish a target that is below 20% HP.
If your team has a massive engage (like Malphite), you can follow up immediately with Hammer into a Hammer active for massive AoE damage.
The bread and butter for top lane. You activate the attack speed buff in Cannon, jump in with Hammer, unload the fast autos, then knock them away with before they can trade back.
Always fire the orb first, then place the gate on yourself. This gives the enemy less time to react than placing the gate first. Essential for hitting mobile top laners like Fiora.
Use your poke to soften them, then immediately transition into your hammer rotation. Use the Hammer last to execute or disengage.
If a jungler jumps on you, knock them back with Hammer , swap forms for the speed, and drop your Cannon gate to sprint to safety.
| Spike | Why |
|---|---|
| Level 2 | You have 4 abilities while the enemy top has 2. If you hit a Cannon + at level 2, you can often zone them off the first three melee minions. |
| Level 4 | You have points in both and . Your mana sustain from Hammer starts to become relevant for staying in lane. |
| Level 7 | With rank 4 in , your Shock Blast damage becomes oppressive for most top laners to sustain through. |
| Level 11 | Usually when your is maxed and you have high haste. You can now spam + combos to force the enemy top out of lane or away from turret. |