Normal Skill Order

Priority: R > Q > E > W

Start Q for the early all-in and wave interaction. Q gives you reliable damage and helps you stack your passive plasma marks on multiple targets during the initial chaotic level 1 fight. Max Q first in almost every game because it is your primary damage tool, it lowers in cooldown as you rank it, and it guarantees your evolution at level 6 if you pick up the right augment or stats.

Take E second and max it second. E provides the attack speed and movement speed you need to kite in Mayhem’s high-damage environment. The invisibility on evolved E is your only real safety tool against the constant poke and engage you face. W gets one point at level 4 or 8 just to trigger the W evolve if you get an augment that grants bonus AD or AP, but you rarely max it second.

  • Level 1: Q
  • Level 2: E
  • Level 3: Q
  • Level 4: W (if you have an augment that helps evolve it) or Q
  • Level 6, 11, 16: R whenever available

Finish Q by level 9, then finish E by level 13. This order keeps your damage curve smooth and gets you the E evolve safety window right when teamfights turn into messy brawls.

Augment-Influenced Skill Order

W-Max Variation (R > W > Q > E)

If you roll an augment that gives massive ability haste, bonus AP, or specifically buffs your W damage or cooldown, you switch to a W-max playstyle. Mayhem augments can turn your W into a spammable nuke that applies passive stacks from a safe distance. In this scenario, you max W first to lower its cooldown and increase its base damage. You still take E early for the movement speed, but your goal is to fish for Ws, stack plasma, and let your team follow up.

This order is also correct if you get an augment that instantly evolves your W. The evolved W applies two passive stacks instead of one, making it a stacking machine. You want that cooldown as low as possible.

Hybrid Order (R > Q > W > E)

Some augments give you enough attack speed from external sources that you do not feel the lack of E ranks. If you are sitting on a huge attack speed steroid from an augment or item passive, you can delay the E max. You max W second instead to fish for picks. This works best when your team has heavy engage and you just need to catch a squishy target with a W into R combo.

Main Max Reasoning

Q is the default main max because it is consistent. It hits the nearest enemies, it scales with attack speed, and it does not require you to land a skillshot. In Mayhem, where movement speed is high and players are constantly dodging, reliable point-blank damage beats inconsistent long-range poke. Q also guarantees that you get your Q evolve, which adds missing health damage. That evolve is a power spike you want to hit as early as possible.

W max is the alternative when the game state or your augments push you toward a poke pattern. If the enemy team has four melee champions running at you, a maxed W with evolve lets you kite them forever. If the enemy team is all long-range poke, you max Q and try to dodge until you see an R angle.

Second Max Reasoning

E second is the standard because kiting is survival. Mayhem mode amplifies damage, so standing still for even a second gets you killed. E gives you the burst of move speed to reposition. Once evolved, the invisibility lets you dodge key abilities or escape after diving the backline. You cannot put a price on that safety.

W second is the greedy choice. You take it when you are already safe—maybe your team has a dedicated frontline, or you have an augment that gives you shields or healing on ability hit. W second gives you more poke and more plasma stacks, but it leaves you slower and more vulnerable to dives.

Adjustment Triggers

  • Trigger: Early W Evolve Augment. If an augment gives you enough AD or AP to evolve W before level 6, strongly consider maxing W first or second. The double passive application changes your damage pattern entirely.
  • Trigger: Heavy Dive Enemy Comp. If the enemy has multiple assassins or bruisers who can reach you easily, prioritize E ranks earlier. You might even put a second point in E at level 4 before finishing Q if you are getting chased down.
  • Trigger: Passive Stack Augment. Some Mayhem augments accelerate your passive stacking. If your plasma explodes faster or more often, Q becomes even more valuable because Q applies stacks rapidly. Stick to Q max.
  • Trigger: Ability Haste Augment. If you get a global ability haste augment, W’s long cooldown becomes manageable. This is the green light to experiment with W max.

Cost of Choosing the Wrong Order

Maxing W when you should have maxed Q leaves you with no close-range damage. You become a poke bot that whiffs half your Ws and gets run over by anyone who closes the gap. Your all-in potential disappears, and your R becomes a suicide button because you lack the Q damage to finish targets after you dive in.

Maxing E when you should have maxed W wastes your augment power. If your augments are set up for long-range poke and you put points into E for safety you do not need, your damage curve flattens. You become hard to kill but you also stop killing things. In Mayhem, stalled games often swing against you; you need to close out fights.

Delaying E too long in a heavy dive game is the most punishing mistake. You will find yourself rooted in place, auto-attacking while a fed enemy bruiser melts you. The evolved E invisibility comes late, and by then you might already be too far behind to recover. You lose the ability to reset your position after an R engage.

The safest default is Q into E. Adjust to W only when the augments or the matchup clearly support it. If you are unsure, Q max keeps you useful in every fight, while the wrong W max can make you a spectator in your own game.