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Win through superior positioning and vision. You want to force the enemy to walk into narrow chokepoints where and are impossible to dodge. Use your range to whittle enemies down so they cannot contest objectives.
You are a long-range artillery sniper who wins through geometry and true damage. Your job is to stay at the maximum possible range, poke enemies down with geometry, and use your displacement to keep divers away while melting anyone who dares to walk in a straight line.
The core of your damage. Every 3 hits with abilities triggers a burst of true damage. hits twice, making it the fastest way to stack this. Always track these stacks to know when your will start dealing true damage.
Your primary poke. It splits at a 90-degree angle. Don't aim directly at enemies; aim to the side of the wave so the split hits them from an angle they can't easily dodge. It restores mana if it kills a unit, helping you stay in lane longer.
Your waveclear and stack builder. It has two charges and no cast time, meaning you can cast it while moving. Always try to layer this under an enemy hit by to guarantee both hits land for two stacks.
Your only defensive tool. It's a circular knockup that also pushes close enemies away. It has a 16-second cooldown early—if you miss this, you must play extremely safe until it's back up. Use it to interrupt dashes like Leona E or Lee Sin Q.
A massive 2.5s channel beam. It slows enemies and applies stacks. If an enemy is 'Researched' (3 stacks of ), this beam deals 100% true damage. Wait for the passive to proc before ulting for maximum melt.
Stay behind your frontline. Use to slow incoming threats and only when someone tries to dive your carry or yourself. Once the frontline is 'Researched' via , melt them with .
If you see the enemy backline grouped and CC'd, you can Flash forward to land a multi-man and to end the fight instantly.
The bread and butter. Aim to the side of the enemy and split the bolt so the side-missile clips them. It's much harder to react to than a straight shot.
If you land , immediately drop underneath them and follow with . This procs instantly and slows them so they take the second hit of .
Start with the slow to make easier to hit. Once they are knocked up, drop and immediately start . Because they have 3 stacks, the entire laser deals true damage.
When someone jumps on you, cast directly on your own character model. It will knock them back and away, giving you space to kite with .
| Spike | Why |
|---|---|
| Level 2 | Having and allows you to proc for a huge health lead early. |
| Level 3 | Access to means you have kill pressure and can finally protect yourself from the enemy support's engage. |
| Level 6 | Your kill pressure triples. If you land a full combo into , most ADCs will die from 70% HP. |
| Level 11 | Rank 2 damage increases significantly, and your cooldowns are low enough to keep proccing constantly in teamfights. |