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Control the mid-lane wave to maintain priority. Use your range to whittle down the enemy's HP until they are within burst range. In the late game, secure vision around objectives and use to find a pick on a squishy carry, turning the fight into a 5v4.
Long-range artillery mage who excels at controlling the mid lane through superior waveclear and safe poke. You win by forcing the enemy mid to base under pressure or by landing a single catch that leads to a full-combo execution.
Your primary source of early trade damage. Damaging spells mark the target; your next auto-attack consumes it for bonus damage. In mid, use to slow, then walk up for the proc only when it's safe from enemy return fire.
Your only self-peel and set-up tool. It roots up to two targets. In lane, use it to catch enemies who think they are safe behind a single dying minion. Never throw this randomly, as it is your only defense against a dive.
A skillshot shield that hits twice (out and back). In mid lane 1v1s, time this to negate the damage of predictable burst like Zed's mark or Leblanc's sigil. It shields more on the way back, so move to ensure it hits you twice.
Your main tool for poke and wave management. It provides a slow zone and vision. Don't always detonate it immediately; the slow can help you line up a or force the enemy to take an awkward pathing route.
A massive long-range laser that procs and refreshes . In mid, use this to finish kills, snipe enemies in the river, or even clear a wave instantly if you need to base and the enemy is shoving hard.
Stay at the maximum range of your spells. Your goal is to land on as many people as possible and save to peel for yourself or your ADC. Use to shield as many allies as possible during the initial engage.
If you see the enemy ADC or Mid standing still or CC'd, skip the peel and use your full + combo to delete them instantly.
The most efficient way to proc twice. Throw , wait for the auto to travel, detonate mid-air, then auto again. High damage for low risk.
Your bread and butter for solo kills in mid. Land the root, throw for the slow/damage, and fire immediately. Detonate after the laser to maximize damage.
Catching a mid laner who thinks they are safe. hits two targets, so aim at a low-health minion. When it dies, the bind continues to the champion behind it, setting up a free ultimate.
Used to skip the wind-up animation of . Buffering the ability then Flashing forward reduces the enemy's reaction time significantly, perfect for catching mobile mages.
| Spike | Why |
|---|---|
| Level 2 | With and , you have a high-damage trade window. Landing a bind usually means a guaranteed and a proc. |
| Level 6 | Your kill pressure in mid skyrockets. You can now execute enemies from 60% HP and provide long-range support to your jungler in the river. |
| Level 11 | The cooldown of becomes very low. You can start using it more aggressively to poke or clear waves without fearing it won't be up for a fight. |
| Level 16 | Your is on such a short cooldown that you can often use it twice in a long teamfight or to pick off a support before an objective spawns. |