Early Stage (Levels 1–6)
Start in Cannon form and set up near the front of your wave. You want to land Shock Blasts through the Acceleration Gate immediately when minions clash. This forces the enemy off the wave and creates early pressure. If they hide behind minions, use the gate to shove the wave into their tower and chip the structure.
Position just behind your melee minions. Do not overextend for poke if the enemy has hard engage. Your early durability is low, and a single catch can burn your Snowball or force a bad back. Use the gate to check brushes or reveal enemies attempting to flank.
Snowball Use: Hold Snowball as an escape tool or a finisher. Do not engage with it unless the enemy is below 30% HP and isolated. If you land a Snowball, dash in, pop Hyper Charge (W) in Hammer form for burst, then knock them back with Thundering Blow (E) and disengage.
Augment Use: If you have a damage-oriented augment, look for aggressive trades. If you have a defensive or utility augment, play more conservatively and focus on sustained poke.
Push or Stall: Push hard. You want to deny enemy farm under tower and create opportunities for your team to land poke. Clear the wave faster than they can, then retreat to safety.
Ahead Plan: If you secure early kills or force multiple backs, take control of the health relics. Deny them by stepping on them when safe. Extend your poke range and look for Shock Blasts that clip the enemy tower.
Behind Plan: If you get pushed in, stay in Cannon form and clear from max range. Do not force Hammer form trades. Wait for the wave to come to you and look for a Thundering Blow disengage if they dive.
Next Move: Transition into mid-game with your first major item component. Assess whether you need more mana sustain or raw damage based on how the lane went.
Mid Stage (Levels 7–11)
Group with your team but do not stand in the front line. You are a poke and disengage specialist, not an initiator. Stay near your melee allies and look for angles to fire Shock Blasts through the gate. The cooldown on your gate is your rhythm—poke when it is up, reposition when it is down.
Use Hyper Charge more liberally now. It shreds towers and objectives. If your team secures a kill or forces a retreat, switch to Hammer form and use the speed boost from your passive to run down the lane and damage structures.
Snowball Use: Snowball becomes a key disengage tool. If an assassin or bruiser jumps on you, Snowball away to a distant minion or ally. Alternatively, use it to chase a low-HP target that survived your poke combo.
Augment Use: If your augment enhances poke or ability haste, spam Shock Blast on cooldown. If it enhances survivability, you can briefly step forward to bait abilities, then retreat.
Push or Stall: Push with your team when you have numbers. If the enemy is dead or recalled, rush the tower. If both teams are posturing, stall and chip away with poke. Do not force a dive unless your team has clear follow-up.
Ahead Plan: Siege the enemy tower. Use Hyper Charge on the structure while your team zones. If the enemy contests, poke them down before they can engage. Look for a Shock Blast that hits both the wave and champions.
Behind Plan: Defend under tower. Use Cannon form to clear the incoming wave before it reaches the structure. Save Thundering Blow for enemies who dive, and use the knockback to pin them under your tower.
Next Move: Prepare for late-game team fights. Positioning becomes critical. Identify the biggest threats on the enemy team and plan your disengage around them.
Late Stage (Levels 12+)
Stay in the back line and treat yourself as a siege engine. Your job is to soften the enemy front line with Shock Blasts and prevent divers from reaching your carries. Do not switch to Hammer form unless you are cleaning up a fight or peeling for yourself.
When a fight breaks out, use the Acceleration Gate to speed up your frontline or slow the enemy approach. A well-placed gate can turn a chaotic engage into a controlled retreat. Save Thundering Blow for the moment a bruiser or assassin commits to you.
Snowball Use: Snowball is your emergency button. Use it to reposition instantly if you get flanked. If the enemy back line is exposed after a fight, you can Snowball in to finish them with a Hammer combo, but this is risky.
Augment Use: Late-game augments should be online. Lean into whatever strength they provide—whether it is massive poke damage, survivability, or cooldown resets. Play to that identity.
Push or Stall: Push with your team when you have an advantage. Your Hyper Charge melts towers and inhibitors. If the enemy is alive and posturing, stall and poke. Do not force a fight unless you land a critical Shock Blast that drops someone low.
Ahead Plan: Siege the inhibitor towers. Poke the enemy off the objective. If they retreat, take the tower immediately. If they contest, whittle them down before engaging. Your damage is high enough to force backs or kills.
Behind Plan: Defend the base. Clear waves with Cannon form before they reach your inhibitors. Use Thundering Blow to knock enemies away from your structures. Look for a pick if an enemy overextends, but do not chase.
Next Move: Close out the game. If you win a team fight, push to the nexus. Use Hyper Charge on the nexus itself if the enemy is down. If you lose a fight, reset, buy, and prepare for the final defense.
