Early Game (Levels 1–6)
Start positioned near your side of the bridge. You want to control the center lane where the health relics spawn. Use Threaded Volley to harass the enemy team as they approach. Aim for the outer edge of the minion wave. This creates a "worked ground" strip that speeds up your movement and slows enemies. Do not spam abilities off cooldown if you are out of mana; focus on hitting the enemy champion standing on your worked ground for the bonus damage.
Your early kill pressure relies on landing a good E-Field. If the enemy has dashes or blinks, save Unraveled Earth until they commit. Throw it directly under their feet when they step up to poke. If you catch someone in the center, follow up with a Q. Snowball is your primary engage tool. Do not use it to farm minions. Hold it for when an ally lands crowd control. Snowball in, auto-attack to mark, then E immediately behind them to cut off their retreat.
Push the wave hard at level 3. You want to crash minions into the enemy tower to force them to dodge skillshots under turret. This secures the first health relic for your team. If you get ahead early, zone the enemies off their own wave. If you fall behind, give up the relic and farm from max range using Q. Do not walk up for auto-attacks if you are below half health. Your next move is hitting level 6 for Weaver's Wall.
Mid Game (Levels 7–11)
Mid game is where you define the pace of the fight. Position yourself on worked ground as much as possible. This gives you the movement speed needed to dodge incoming poke while returning fire. Your trading rhythm shifts to burst patterns. Look for the enemy overextending to clear your wave. E-Q-R is a devastating combo if you can knock them up with the E first.
Use Weaver's Wall to split the enemy team. In Mayhem, cooldowns are faster, so do not treat your ultimate as a precious resource only for escaping. Cut off the enemy backline from their frontline. This isolates a target for your team to burst. You can also use the wall to trap enemies against the bridge walls. If you land a wall that splits their team, Snowball onto the isolated target and burst them down.
Augments should be amplifying your crowd control or burst damage. If you have an augment that adds damage to slowed targets, lead with E. If you have a defensive augment, play more forward and bait abilities. Push aggressively when your ultimate is up. Force fights around the enemy tower. If you are behind, stall. Use your wall to block the enemy advance. Do not try to force a bad engage. Wait for them to dive you, then E under your tower to punish them. Your next move is securing kills on overextended enemies or resetting to buy your first major item spike.
Late Game (Levels 12+)
Late game positioning is critical. You are a control mage, not a tank. Stay behind your frontline. Use Q to constantly apply pressure and create worked ground for your team to kite on. Your poke rhythm slows down slightly because death timers are long. Do not get caught by a random hook or stun. One death can lose the game.
Snowball becomes a finisher or a desperate repositioning tool. If an enemy is low and recalling, Snowball to gap close and finish them. If your team gets engaged on, Snowball to a distant enemy or minion to escape the danger zone. Your E is your primary disengage tool. Save it for the enemy engage. If a diver jumps on you, E directly on yourself and run across the worked ground.
Weaver's Wall is your win condition. Use it to trap the enemy team in a choke point or to prevent them from chasing your team after a pick. If you are ahead, use the wall to siege the enemy inhibitor. Force them to fight in a disadvantageous position. If you are behind, save the wall exclusively for defense. Block the bridge entirely to stop the enemy push. Buy time for your team to respawn. Your next move is looking for the perfect wall that catches 3 or more enemies or splits their carry from the fight.
