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Win the Mid 1v1 early to generate a gold lead, then use your and mobility to roam into the jungle or side lanes. Secure stacks on to become an unstoppable execute threat in late-game teamfights.
An aggressive skirmisher who excels at hunting down low-health targets and roaming from the mid lane to snowball other lanes using high mobility and execute potential.
Your autos hurt more the lower they are. In Mid, this is your secret weapon for winning close 1v1s. It also ensures you almost never lose a cannon minion under tower.
This is your primary poke and setup tool. Throwing through the wave to hit the enemy Mid is essential. Always follow up with an auto or to pop the mark for the bonus damage.
High risk, high reward. In Mid, use the Move Speed from to dodge skillshots (like Ahri E or Lux Q). The heal at the end is based on damage taken, so use it right before a trade starts, not after it's over.
The teleport happens instantly, then the dash follows. You can use to bypass Mid lane terrain or ground-based CC like Veigar's cage. The dash damage is essential for proccing marks.
Your finisher. In Mid, is best used to stop a roaming opponent or to execute a target under tower. The power you gain from kills helps you outscale most traditional mages.
Wait for the initial CC to be blown, then use to reach the backline. Focus on targets below 50% HP to maximize and damage.
If your carry is being dove, use and to help melt the frontline; your % missing HP damage from is surprisingly good at shredding tanks.
Land the mark with , use the teleport/dash of to close the gap and pop the mark, then use the dash distance to retreat safely.
Activate for the speed and attack speed, land , stick to them with , and use the execute on once has softened them up.
Use the teleport portion of to jump over river walls for unexpected ganks. Use to close the remaining gap and to secure the kill.
Buffer and then Flash to change the angle or extend the range, ensuring the enemy Mid cannot react to the execute projectile.
| Spike | Why |
|---|---|
| Level 2 | With and , you have a high-damage trade that can chunk most Mid laners to half health if you land the mark. |
| Level 6 | gives you huge kill pressure in Mid. Most mages cannot safely stay in lane below 40% HP once you have your ultimate. |
| Level 9 | With maxed, your waveclear and poke damage become high enough to force the enemy Mid out of lane constantly. |
| Level 11 | The increased execute threshold on makes your side-lane roaming much more effective during the mid-game transition. |