Early Game: Levels 1–6
Start in the back line and fish for Javelin Tosses the moment minions meet. You want to force the enemy off the wave early so your team can set up a slow push. Do not walk up for auto-attacks unless you have a clear numbers advantage or the enemy used their key cooldowns. Your early kill pressure is low until you unlock Cougar Form, so play like a pure artillery mage.
Position: Stay behind your caster minions. Move laterally to dodge return poke while you look for angles. If the enemy has hard engage like Pyke or Leona, stay max range and give up ground rather than eating a stun.
Trading Rhythm: Throw spears on cooldown, but do not hold the button if the angle is bad. A missed spear gives you nothing. If you land a max-range hit, immediately look to transition into Cougar Form with W (Pounce) and Q (Takedown) for the execute damage, but only if the target is isolated or low. If they are full health, just poke and retreat.
Snowball Use: Do not use Mark/Dash aggressively at this stage. Keep it as a disengage tool. If an engager jumps on you, throw Snowball at the nearest minion or enemy, dash away, and reset your position. Using it to engage usually gets you killed because you lack the durability to survive the burst.
Augment Use: If you rolled a poke-oriented augment like Executor or Long Range, abuse the extra pressure to force them under tower. If you got a defensive augment, play slightly more forward to bait abilities, but still prioritize landing spears over trading autos.
Push or Stall: Push. You need to crash the wave into their tower to create chaos. This forces the enemy to dodge spears while last-hitting under tower, which is your win condition.
Ahead Plan: If you landed a few good spears and they are low, zone them off the experience range. Do not dive unless your team has heavy CC and you can finish a low-HP target with Cougar Form.
Behind Plan: If you are getting pushed in, give up the first tower plates. Do not try to force bad trades. Just clear the wave with Cougar W and Q if they dive, and wait for level 6.
Next Move: Rush your first component item. Look for a opportunity to roam or assist a teammate if a fight breaks out in the river or near their tower, but prioritize your item power spike over risky plays.
Mid Game: Levels 7–11
This is your power spike. You have Cougar Form fully online and likely your first major item component. You transition from a pure poker to a hybrid sniper and finisher. Your job is to create picks, not just damage.
Position: Play in the fog of war. Stand in the side bushes or just outside the enemy's vision range. If they see you, they will dodge. If they do not see you, your spears become inevitable. In team fights, stay on the flanks but within range to collapse on a marked target.
Trading Rhythm: Throw a spear to start the fight. If it lands, Pounce in, Swipe for AoE, and Takedown the marked target. Immediately Pounce out or to a different target. Do not stay in Cougar Form if you are taking focus fire. Switch back to Human Form, heal yourself or an ally with E (Primal Surge), and reposition for the next spear.
Snowball Use: Now you can use Snowball aggressively, but only as a gap-closer on a marked target. If you land a long-range spear, throw Snowball, dash to them, and instantly Cougar W-Q-E combo. This burst deletes squishies. If the target is not marked, do not engage with Snowball; you will lack the damage to finish them.
Augment Use: If you have Hunt or movement speed augments, use the speed to kite backwards while throwing spears. If you have damage augments, force fights by landing a single spear and committing. Your heal becomes more impactful here too; use it to sustain your engager rather than yourself if they are diving.
Push or Stall: Push with your team. Use Cougar W to hop over walls or terrain to take shortcuts. If the enemy is dead or recalling, siege their tower. If they are all alive, poke them off the tower rather than diving.
Ahead Plan: Look for the pick. If you see a squishy overextend, land the spear and call for your team to collapse. One pick leads to a tower or an inhibitor. Do not get greedy for a pentakill; reset and take objectives.
Behind Plan: Stall under your second tower. Use spears to zone them off. Heal your teammates to keep them healthy. If they dive, Cougar W away and kite them through your tower. Wait for them to make a mistake, then punish with a full combo on the diver.
Next Move: Complete your core item. Group with your team for the inevitable team fight around the center or near their base. Do not split push; you are too valuable in a siege.
Late Game: Levels 12+
Late game is about precision and survival. Your spears hurt, but everyone has items and can kill you in one combo. One mistake ends the game. Play like an assassin who is also the team's sustain.
Position: Stay completely out of sight until the fight starts. Stand behind your tanks or in a side bush. In the final pushes, do not walk into the enemy's vision range. Let your tank face-check. You throw spears from the darkness.
Trading Rhythm: Throw spears to fish for a mark. If you land one, assess the situation. If the target is isolated and your team can follow up, go in. If the target is surrounded by their team, do not go in. Just use the mark to force them back. In the chaos of a full team fight, switch to Cougar Form only to execute a low-HP target or to escape. Use Swipe to wave clear if minions are swarming, but do not dive deep.
Snowball Use: Save Snowball for the execute or the escape. If you see a low-HP enemy trying to run, Snowball to them and Cougar Q to finish. If you get caught, Snowball to a distant minion or ally to break the engage. Do not use it to start a fight unless you are cleaning up.
Augment Use: Late-game augments define your role. If you have scaling damage, play as a sniper. If you have utility or healing augments, play as a support-assassin hybrid. Keep your allies topped off with E before the fight starts. The attack speed buff from E helps your ADC take towers faster, so use it on them during sieges.
Push or Stall: Push methodically. Do not rush. Clear minion waves with Cougar W and Swipe, then poke the defenders. If you ace them, rush the core. If they ace you, the game ends, so do not die for nothing.
Ahead Plan: Siege the core. Land a spear on the defender to force them back, then take free hits on the tower. If they hide, zone them while your team hits the core. Do not dive the fountain unless the game is guaranteed.
Behind Plan: This is desperate. Camp your own base. Use spears to stop them from rushing the core. Heal the defender. If they commit, look for a mark on the frontline and burst them down. A single pick can turn a losing defense into a winning counter-push.
Next Move: End the game or defend until they throw. Your presence alone zones enemies. If you stay alive and keep throwing spears, they will eventually make a mistake. Capitalize on it with a full Cougar combo and close out the match.
