Early Game (Levels 1–6)
Start positioned near your side of the bridge and use Q to control the wave and chip opponents. Do not walk up for auto-attacks until you have Ice Element available; the slow makes landing follow-up damage much easier. Focus on last-hitting minions to reach level three faster, then look for a short trade using Water Element Q into an E dash.
Snowball Use: Hold Snowball as a threat rather than a gap-closer early. If you land a Snowball mark, do not instantly fly in. Wait for the enemy to burn a key cooldown, then fly to the mark, Q, and dash back out. Using Snowball to engage without your ultimate usually results in you getting collapsed on.
Augment Use: If you rolled an early damage augment, look to poke more aggressively. If you have a utility or dash augment, save it to disengage after trading. Use any movement speed burst to reposition for a better angle on your River or Grass element bonuses.
- Push or Stall: Push the wave lightly to hit level three first, but do not hard-shove under their tower. You are too vulnerable to ganks or snowball engages if you sit on their tower steps.
- Ahead Plan: If you hit six before the enemy, immediately look for an all-in with your ultimate. Ping your target, Snowball to close the gap if needed, and blow them up.
- Behind Plan: If you get pushed back, give up ground and farm with Q. Do not force bad trades just to "do something." Wait for them to dive too deep under your tower.
- Next Move: Secure the first health relic if you are low, otherwise group with your team for the first major fight.
Mid Game (Levels 7–11)
Now you have your ultimate and likely a second augment. Your job shifts from poking to finding picks. Position on the flanks or just behind your frontline. Look for enemies who step out of position to check bushes or face-check Snowballs. Use the River Element to speed yourself up when rotating between the two health relic spots.
Trading Rhythm: Look for the "shove" combo. Ult the target into a wall, instantly Q for the damage, then E to follow their flash or dash. If the enemy has a dash, save your own E until after they use theirs. Do not blow all your cooldowns on a tank; wait for the squishy carry to show their face.
Snowball Use: Snowball becomes your primary setup tool. Mark a target, let them panic, then decide: fly in if they are isolated, or use the mark to bait out their crowd control and back off. In Mayhem, Snowball cooldowns are fast enough that you can use it to scout bushes before committing your body.
Augment Use: If you have a reset-based augment or an execute augment, play more aggressively. You can dive the backline, kill a target, and use the reset to escape. If your augment is defensive, play closer to your team and peel for your own carry using Ice Element slows.
- Push or Stall: Push with your team when your ultimate is up. When it is down, stall and poke with Q until it returns.
- Ahead Plan: Siege the enemy inhibitor tower. Do not dive deep until you see a clear angle to ult a high-value target into a wall. Force them to fight in a choke point.
- Behind Plan: Give up the outer tower if you have to. Defend from the inhibitor tower where the walls are closer, making your ultimate more dangerous for enemies to approach.
- Next Move: Coordinate with your team to burst down the enemy with the most crowd control or damage. Removing their biggest threat opens the map.
Late Game (Levels 12+)
Death timers are long, and one mistake ends the game. Play with extreme patience. You are an assassin, not a frontline. Wait for the fight to start, let the enemy team dump their big abilities on your tanks, and then look for a flank. Use Grass Element to go invisible and reposition without being seen.
Position: Stay out of sight. If the enemy knows where you are, they will save crowd control for you. Hide in bushes or use the fog of war near the side lanes. Only show yourself when you are ready to kill.
Snowball Use: Use Snowball to start the fight only if you see a 100% kill opportunity. Otherwise, save it. In the chaos of a late-game team fight, you can use Snowball to jump to a backline target who thinks they are safe, ult them into their own team, and create massive disruption.
Augment Use: Your late-game augments should be online. If you have stealth or dash resets, use them to confuse the enemy. If you have damage reduction or shields, you can play slightly more forward to threaten the engage. Always check your augment tooltips before a fight to remember your exact conditions for resets or bonus damage.
- Push or Stall: Push only with your team. Never face-check alone. If the enemy is dead, rush the core. If they are alive, group up.
- Ahead Plan: Bait the enemy into a bad engage. Let them think they have an angle on your carry, then ult them into a wall and delete them. End the game on the next push.
- Behind Plan: You have to make a play. Look for a desperate flank. If you can kill their carry, even if you die, your team might clean up. Hiding in a side bush and waiting for them to pass by is your best shot at a turnaround.
- Next Move: End the game or force a final decisive fight at the enemy core.
