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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

    Hats off to you all. It was a pleasure, ladies and gentlemen.

    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for Zatanna

    Zatanna the Trickster with a Sting

    A Zatanna guide by Exlor
    Last updated: Mar 30th, 2015
    Link to guide: www.dawnbase.com/guides/294-Zatanna-Zatanna-the-Trickster-with-a-Sting
    2,437 0
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive items
    Defensive items
    Situational items
    Augments
    Modifiers
    Stolen Powers
    This guide is a fully updated version of my well-read Zatanna the Destroyer guide from the IC Beta.

    1. Introduction
    This is a guide on how to play Zatanna on Coast City and not be a complete background fixture. I reject the notion that Zatanna should be played as pure support and not gain any kills for her own. Among her many roles, she can function as a nuker that can three-shot squishy champions very easily. This guide is intended to explain how to play this versatile hero the best way in public games. It is by far not a guide focused in competitive environment, but in those situations you can rely on your teammates to do their jobs. Not necessarily so in public games, where you might end up playing the role of main blaster.

    1.1 Who is Zatanna and why play her?
    Zatanna Zatara is a girl who can do magic that no other Champion in Infinite Crisis can match. She has an incredible spammable primary damage ability with her Skewer (Q), which she can cast virtually non-stop by the time you get your Nil Ring and Abin Sur's Lantern (2). Her Dash, Dazzle (W) is both a powerful buff and debuff that can dictate the outcome of chases and escapes, and also help you in racing across the map to capture power relays. Her Protect, Punish (E) can save allies from death, but more importantly facilitates your capacity to burst damage that enemy champions always tend to underestimate from a mere 'support' champion such as Zatanna. Finally, Be a Rabbit (R) is a powerful hex that can shut down a champion and open him up to a huge amount of damage with its power and attack armor debuff.

    In short, Zatanna is all about utility, poking, and pouncing on low health champions with her devastating Punish+Skewer (E+Q) combos. Very few champions can match her early-game burst damage potential (the capacity to deal a large amount of damage in a small amount of time). This makes you an early game powerhouse, and once you get your Atlantean Royal Seal (4), the Skill Harrier combined with your low cooldown Skewer (Q) will allow you to perma-slow enemies. With sufficient skill, you can dominate the laning phase, racking up a couple of kills and allowing you to get your core items quickly to become a threat in your own right. While you should always be mindful of your support functions (placing Surveillance Cameras, capturing Power Relays), it's not a full time job, and most of the time you should be focusing on killing champions, helping your teammates kill champions, or push/defend the lanes with your E+Q combo.

    If you fancy an active champion, Zatanna is a great alternative to other gankers or carries, and can compare well against conventional blasters such as Green Lantern if she snowballs with lots of Power Damage items. Her 'support' function lies mainly in her crowd control with Dash, Dazzle (W) and Be A Rabbit (R).

    2. Advantages and Disadvantages

    Pros
    Good harasser
    Decently good nuker
    Good pusher
    Good mobility
    Decent healer
    Versatile kit
    Item independent
    Cons
    Very level dependent
    Designated supporter
    Squishy
    Mediocre damage scaling
    Pure blasters outdamage you
    No wide-area AOE


    3. Abilities

    3.1 SKEWER (Q)
    Cooldown: 4.0s 25 Will
    Zatanna summons magical swords, and after a short delay they deal 50 Power Damage to enemies in an area.

    Skewer Strategy: Skewer has a very low base cooldown. Compared to all the other ranged damage nukes in the games, that is a minuscule cooldown! Pared with a relatively low willpower cost, this skill begs you to spam it. If you aren't firing off a Skewer at least once every 5 seconds, you aren't playing Zatanna right. Use this spell to poke your laning opponents and bring them down to below half health. Smart enemies will constantly move around to juke your Skewer and make you miss. That's alright, since the mana cost is so low, just keep up the pressure and you will hit them eventually. The constant pressure will suppress their aggression and open them up for a E+Q burst damage nuke. Max this skill first to bring your damage up to a respectable level.

    Skewer really comes into its own when you gain your Atlantean Royal Seal (4). The -20% movement speed debuff from the Skill Harrier slows down enemy champions good enough for you to be able to Skewer them again if they are running away. Use Dash, Dazzle on yourself or the enemy to further close the distance gap. With some decent farm in the form of power damage items to boost your damage output, those fleeing champions face a dilemma: either stand and fight, or keep running away in the hopes of reaching a tower or ally who can help him beat you off. Smart ones will stand and fight, often losing against your damage and crowd control, but the vast majority of enemies will continue to run like hapless lemmings, allowing you to wear them down at your leisure.

    3.2 DASH, DAZZLE (W)
    Cooldown: 19.0s 55 Will
    Allied Champion: The target gains 30% (+1% per 100 Bonus Will) Move Speed, which diminishes over 3s.

    Enemy Champion: The target loses 30% (+1% per 100 Bonus Will) Move Speed, which diminishes over 4s.

    Dash, Dazzle Strategy: You don't necessarily need this skill in the laning phase of the game, as the mobility it provides is rather marginal compared to the utility that other skills provide. You can take one point at lvl 4 if you feel it can facilitate a gank, as the range of this skill is quite far and can prevent a low-health champion from getting home safe. Dash, Dazzle becomes more useful in the later stages of the match as you tend to move outside of your lane, pursuing fleeing enemies, escaping from ganks, and reaching power relays quickly in order to capture them. If you have self-cast activated in the options, you can double press W to quickly cast Dash, Dazzle on yourself. This will save you precious amounts of seconds that you can use to instantly escape. You should always use this skill offensively (cast it against enemy champions) when you are in a favorable battle, and on yourself or an escaping teammate if the battle is not going well. Get one point in the laning phase of the match, and put additional points in it after you max your Skewer (Q) and Punish, Protect (E). Max this ability over your ultimate Be A Rabbit (R) as it scales better and the lower cooldown is crucial.

    Dash, Dazzle requires good timing and a good choice of targets in order to come to its fullest. However, when applied properly, this ability makes you virtually impossible to catch as you run away with stars under your feet, and it also makes enemies unable to flee from your deadly Skewers.

    3.3 PROTECT, PUNISH (E)
    Cooldown: 10.0s 70 Will
    Allied Target: The target gains a Shield that blocks 60 damage. After 2.5s regains 55% of the remaining Shield as Health, and nearby allies regain half that amount. Skewer can trigger Protect's healing early.

    Enemy target: Reduces the target's healing by 50%. After 2.5s, the target explodes and deals 35 Power Damage to themselves and nearby enemies. When detonated by Skewer, damage is doubled.

    Protect, Punish Strategy: This skill is a good complement in Zatanna's toolbox. The protection shield is rather meager and scales very poorly throughout the game, but it can make or break an escape for yourself or an ally. With self-cast on in options, you can cast this quickly on yourself if you are receiving huge amounts of damage. However, in general, you should not waste the cooldown of this skill to prevent a few hits. Instead, you should wait for a good moment to cast it on an enemy, and then cast Skewer (Q) right after. The double damage bonus combined with the base damage from Skewer delivers a devastating amount of burst damage (especially in the early game) that can take off a third to a half worth of health from a typical low health champion. Use the E+Q combo in the later stages of the game against drones as well, as a single application is usually enough to clear out even upgraded waves. Max this ability after Skewer (Q) to maximize your damage potential.

    3.4 BE A RABBIT (R)
    Cooldown: 60.0s
    Zatanna transforms an enemy Champion into a rabbit for 2.0s. The target loses 10% Power Armor and 10% Attack Armor (+1% per 100 Bonus Will), and their armor cannot be changed until they transform back. The rabbit cannot attack or use skills.

    Be A Rabbit Strategy: This skill is your hidden ace, and while quite a few Zatanna players think this is the weakest skill in her arsenal, it is actually a gem in disguise. Not only does this skill prevent an enemy from casting any ability, it also RENDS your target's attack and power armor. What this basically means is that for the short duration that it lasts, it can strip away a lot of the protection that tanks have built up. Confident Shazam or Wonder Woman players who ordinarily laugh at your Skewers will suddenly find huge chunks of their health evaporate when you damage them after casting this ability. Thus, when you use your ultimate, always strive to follow through with your E+Q combo for maximum damage. You can also use it defensively by casting it on an enemy while they are pouncing you (especially melee champions who have charged on top of you), but the duration is very short so make sure you Dash, Dazzle (W) yourself right after in order to escape successfully. You only need one level of your ultimate at lvl 6, since this ability scales quite poorly with more points. Getting extra points in Dash, Dazzle (W) is always worth over getting another point in your ultimate.

    3.5 STAGE PRESENCE (PASSIVE)
    Zatanna has an additional 10.0% Will Regen (+1% per 200 Bonus Will), and nearby allies gain 5.0 Power Armor.

    Stage Presence Strategy: This is what I think is her weakest ability. The power armor buff is not worth it, and the additional will regeneration is also not worth spending your crucial ability points. Instead of relying on this ability to boost your willpower regeneration and power armor, get items instead which can fulfill those functions much more effectively. Always level this ability up last.

    4. Stolen Powers

    Zatanna comes with 2 abilities that mimic the invulnerability and super speed stolen powers. Rather than take these redundant powers, I think Zatanna players should look for more unconventional utility. As a support champion, I think you can contribute the best with the following two powers, although Zatanna works well with plenty of other powers.

    4.1 Batman's Trap
    Batman's Trap is the most powerful stolen power in the game and complements Zatanna greatly. A single trapped enemy will be powerless against your Punish+Skewer (E+Q) combo, which you will be guaranteed to hit against an immobile opponent. Sure, other powers can give you a short burst of speed or a little extra health, but Batman's Trap can root enemies for 2.5 seconds. Think about that. Your ultimate Be A Rabbit (R) at level 1 lasts only 2 seconds. That means that Batman's Trap disables an opponent longer than your ultimate. It lasts longer than many other disabling abilities in the game, and is therefore an extremely powerful stolen power. Better yet, you start with 3 of them and can place up to two of the traps at a time. Combined with a medium recharge rate, that means that you will never run out of traps.

    Now, you're probably thinking that people will never fall for the traps. But that couldn't be further from the truth. If you keep placing traps at the appropriate time and place, eventually your enemies will forget about them and inadvertently walk on them. This happens often in the heat of the moment during an important teamfight or a desperate chase or escape. People fall for the traps all the time as long as you place them often enough.

    4.1.1 Offensive use of Batman's Trap
    While you can place the traps on a stealth pad in your lane and surprise your opponent, I find them to be much more effective if you place them in the middle of the lane in open sight. The mere presence of traps imposes a significant psychological pressure on your enemies. They have to be careful walking around the lane and be ever mindful not to take the easy route. You can place two traps next to each other to block off a significant cordon that the enemy champion have to walk around, or you can stagger the traps front and back in order to discourage chases. You can also try to bait your opponents by placing a trap just a bit behind you, go forward and attract enemy ganks. As you retreat back to your tower, your opponent in their enthusiasm to chase you may fall for the trap, leaving you free to unleash your Punish+Skewer (E+Q) combo.

    In the later stages of the game, you should use the traps to cut off anticipated escape routes if there is an impending team battle. Since enemies often walk through stealth pads in order to shake off pursuit, it is a smart idea to place a trap there beforehand since it not only roots an enemy, it reveals them as well for a grand 10 seconds. During big team battles, you should strive to place a trap on the battlefield to confuse your opponents and add an additional disable for your allies to pounce upon. What I often do is place a trap in the middle of a fight between two melee champions. Since the enemy champion is normally so fixated in beating up your ally, they will find out far too late that they have allowed themselves to be trapped, leaving your ally free to disengage and others to nuke on the rooted champion.

    4.1.2 Defensive use of Batman's Trap
    Traps can be used defensively in order to secure routes of escape and discourage enemy champions from going after you. When your tower is being pushed, you can place a trap in front or to the side of the tower. This will discourage any enemy champions from using the tower's preoccupation with destroying drones from attacking the tower (making it last longer) or from tower diving in order to get at you. During the laning phase and later stages of the match, if you are doing something precarious such as pushing an enemy tower, you can place one trap right on top of you. This is an excellent deterrent against melee champions from charging you, and if they are somehow stupid enough to attack you, you can escape freely while they are rooted. In the end game phase of the match, you might be forced to defend your base against opponents who seek to destroy your power core. It's a good idea to place traps between your power core turret and your protected enclave when you heal up. Enemies stupid enough to chase you might find themselves trapped, exposing themselves to your team's devastating nukes.

    However, the most often defensive use of Batman's Trap is to place them a bit in front of you as you are escaping an enemy gank. The traps take 2 seconds to prime, and a chasing opponent might or might not evade the priming time as they are chasing after you depending on their speed and distance to you. Still, not all enemies know that or are able to anticipate the priming time, leading them to cut off their chase. I have seen enemies cancel their chases plenty of times even when they were just one meters away from me because they were so afraid of being rooted by my traps! If you happen to have more distance between you and your opponent (which is often the case with the help of Dash, Dazzle (W), then it's even better as the trap will likely be primed by the time the enemy reaches you. They then have two choices: walk over the trap and be virtually guaranteed that you will escape completely, or walk around and giving you a further lead on them. In both cases, you will have successfully increase the odds that you have made it away safely.

    4.2 Green Arrow's Surveillance Camera
    As a support champion, it is expected that you carry Surveillance Cameras around. At least one member must carry them in each team in order to facilitate map vision, reveal invisible pads and counter invisible champions such as Gaslight Catwoman and Nightmare Batman. In the laning phase, you should place them on the paths leading up to your lane in order to see a gank coming from your opponent's jungler. From the midgame onwards, you should place them near the Doomsday Device in the middle of the map to see whether the enemy is coming, or just ahead of the power relay before you capture it in order to see if you are being intercepted. Throughout the match, you should place at least one camera at a nearby stealth pad not only because you will be able to see if you are being flanked, you deny the use of the pad for any escaping enemies to juke you and your allies.

    5. Item Build

    Zatanna's recommended item build that the game suggests works well for her purpose. Overall, it provides three important benefits:

    Willpower
    Willpower regeneration
    Power damage
    Slow


    This is all it takes for Zatanna to become a supporting powerhouse. With willpower regeneration, you can spam your Q endlessly. With the Skill Harrier from the Atlantean Royal Seal (4), you direct the flow of battle, and with the power damage you can bring on the hurt.

    5.1 Starting Items
    Nil Ring: Nil Ring is an excellent starter item with a nice combination of stats at its price. The health and willpower boost will make you less fragile and allow you to spam a few more Skewers (Q). I would not advise you to skip this item in favor of Doctor Destiny's Dreamstone (2) as the willpower regeneration boost is rather disappointing in the early game. Sell this item in the late game when you need an inventory slot to build a more expensive item.

    Abin Sur's Lantern (1): You have to build up your willpower quickly in order to perform some of your support functions. Abin Sur's Lantern is a good item to get early because it will pay off lategame when you have built up all that extra willpower. There's no reason to go for extra power damage in the laning phase.

    5.2 Early Game

    Abin Sur's Lantern (2): The extra willpower will come fast as you spam your spells, and will remain useful throughout the game. You don't need to tier this item higher during the laning phase, as you can rely on its willpower collection throughout the first half of this match. Start building the Eye Of Ekron (4) instead.

    Eye Of Ekron (4): You should continue to build up willpower so that your shield will do substantial damage mitigation and healing. While there might be times when you can skip this item and go full power damage, most often in the early-mid game you should rely on your teammate to dish out the majority of the damage. Your job is to keep him alive with your shields, and for that you need willpower.

    5.3 Core Items
    Atlantean Royal Seal (4): This item is an excellent complement to Zatanna. Your Skewer has a very low base cooldown. In chases, this allows you to prevent escaping enemies from running from your grasp by constantly applying Skill Harrier to your enemies. While the cost of this item is significant in the early and midgame, this item fits Zatanna the best due to her low cooldown nuke and is a must have. However, if you notice that your opponents are bad and that you don't need the Skill Harrier to get kills, feel free to get some damage items first before getting this one.

    The Starheart (4): After you get your Atlantean Royal Seal (4), you will notice that your damage tends to fall off, especially against tanks who build up health and power armor. Getting Starheart will give you a huge boost to damage, making you a huge threat to fragile champions and a respectable nuker against tanks. How early you manage to complete Starheart or other power damage items will dictate your performance in the mid and late game.

    The Book Of Eternity (2): In the lategame, all champions tend to have some form of additional power armor. Smart tanks will pile up their armor quite well and they can be a nightmare to fight against. Book of Eternity gives a respectable amount of power damage, but the power penetration will help you all the way, even against champions who do not stack their power armor.

    5.4 Situational Items
    Cosmic Staff (4): If you are facing enemy tanks who have piled up a huge amount of health and power armor, this item will complement your The Book Of Eternity (2) by adding just a little bit more power penetration. Get the Book of Eternity first before you build this item, as the Disintegration debuff is not that significant most of the times unless you are playing against opponents with huge amounts of health.

    Oa Gambit (4): This is an affordable item that gives a decent boost to power damage and power armor. The latter provides a helpful amount of survivability against power damage nukers such as Green Lantern, Flash or Joker. More importantly, its active ability is extremely useful in shielding your allies and it scales to your level.

    Suit Of Sorrows (4): If you are facing a formidable attack damage based champion such as Cyborg, you should always build up a bit of Attack Armor.

    Entropy Aegis (3): If you are facing a really good power damage champion like Green Lantern, then a skill block becomes invaluable.

    5.5 Rejected Items
    There are some items that fit relatively poorly with Zatanna's skillset unless you change your playstyle. Do note that the following list is just my personal opinion. Infinite Crisis is a game with a lot of freedom and you can build whatever items you want and try to make it work. Building Zatanna around the following items is still viable if you have an appropriate strategy, but they may or may not be as optimal as my own suggested item list. Here is a small list of items which I think you should probably not buy and why:

    Basic Attack Modifiers
    It is not worth it to buff your basic attack with items such as Psi-Scimitar (3) because your Skewer (Q) only has a base cooldown of 2.2 seconds. When you are not Skewering an enemy, you are casting another ability, or positioning yourself for another Skewer (which is much more important than it sounds). A good Zatanna player will never find enough free time to release a basic attack. Don't get me wrong; Psi-Scimitar (3) is an incredibly powerful item and it is certainly viable for Zatanna, but out of all the power damage based champions, Zatanna needs it the least. The only possible situation where you are forced to rely on your basic attacks is when you are out of willpower, but that is probably time for you to go back to base to recharge your willpower. Leave these kinds of items to Joker, Green Lantern or Flash, whose abilities have longer cooldowns and therefore have more downtime to deal basic attacks.

    Coin Harvesting Items
    While there might be situations where you need to destroy a lot of drones to push a tower or defend against a tower push, your primary function should never be to farm a lot of drones. An offensive Zatanna player is always out to kill enemy champions, help your allies kill enemy champions, or control the map by capturing power relays. You will rarely find enough free time on hand to farm coins leisurely.

    6. Coast City Strategy

    6.1 Coast City Strategy: Early Game - Laning phase (0-10 minutes)
    Whether you are laning top or bottom in Coast City, one of your main roles should be to harass the enemy champions with your Skewers (Q). Be persistent and try to wear down their health. Stay aggressive and never let up. You want to make their lives as miserable as possible, and a continuous stream of Skewers will make anyone's life a pure living hell. Take advantage of Skewer's long range and the fact that it doesn't matter if there are obstacles between you and your target.

    6.1.1 Laning Top
    It is more difficult to accomplish kills at the top lane. The short distance between the two towers means that enemy champions only have to make a few steps before they are behind the protective embrace of their tower. Conversely, laning top means that you are harder to kill because you have the same advantage. Smart defensive placement of traps mean that melee champions can't charge you without getting rooted and becoming vulnerable to the tower's attacks. It is therefore a good lane if you are outnumbered. If you happen to be laning solo against two or three enemy champions, you can survive quite a long time by placing traps next to the tower while clearing drone waves with your Punish+Skewer (E+Q) combo.

    In the later stages of the laning phase, you will often see the enemy jungling champion come to your lane in order to gank. Smart ones will approach from the north, a direction where you have virtually no vision over unless you have the foresight to place a surveillance camera there. However, most junglers approach from the middle path to the south, which opens up after the power relays open. A single surveillance drone on the stealth pad at the bottom of the lane is enough to see most enemy gankers coming, giving you precious seconds to retreat to the safety of your tower.

    6.1.2 Laning Bottom
    Bottom's odd V-Shape and the longer distance means it is easier to achieve kills here. Taking an early point in Dash, Dazzle (W) allows you to catch up to fleeing enemies or slow them down long enough to land a few extra Skewers (Q). Smart placement of traps is essential to facilitate your ganks. What I often do is place a trap at the tip of the V, which is on the route that is the shortest distance between the two towers. If your enemies just move past that trap and your lane is pushed by the enemies, you can try to gank them, triggering a flight reflex in which they seek to run to their tower as fast as possible. They often forget about the trap until its too late, rooting them in place long enough for you and your lane partner to kill them. This same trap placement can also be used when you are pushing the enemy tower. You can try to bait them into chasing you, and when the both of you are fleeing to your side of the tower, they might forget about the trap, rooting them in place for a devastating counter-strike.

    Bottom is generally more vulnerable to ganks from junglers, as they come from the top and bottom of the lane in slightly more equal amounts. You can see the ganks from the north easily enough with a surveillance camera in the middle of the stealth pad there. South is a more difficult question though as junglers can come from the left or right stealth pad, and you don't have enough surveillance cameras to cover both and also cover north. Ideally, you should be laning with a partner who is also carrying surveillance cameras in order to be completely sure that you aren't being ganked, or barring that, have Gaslight Catwoman's X-Ray Vision in order to keep track of the jungler's position.

    6.2 Coast City Strategy: Mid Game - Ganking and Tower Pushing phase (10-25 minutes)
    The mid game phase of the match is often characterized by either ganking or trying to achieve a state of dominant map control.

    When one side has map control, their champions can move around the map with relative impunity, while the other side has to stay constantly on the defensive, never straying far from their base. Towers represent map control because their damage output is significant up until the late game and can deter further pursuit by chasing champions. Map control is further gained by controlling power relays, which boost your side's drones and prevents the enemies from strengthening their own drones. Destroying enemy towers, defending your own towers, and gaining control of at least two power relays becomes the over-arching objective in the mid game.

    In this struggle to gain map control, champions tend to move out of the lane, fighting near the power relays or near a tower that is being pushed. The side which gains the most kills will usually be able to snowball to victory in the late game, so it is crucial that your side is ahead.

    Zatanna is a champion who has an unmatched combination of abilities that can help her team gain map control or prevent the enemy from taking it. Her Dash, Dazzle (W) allows her to race across the map, capturing distant power relays (especially the top one) long before an enemy can reach it. You can also instantly clear drone waves with your Punish+Skewer (E+Q) combo, helping you defend or attack towers. Ideally, you should focus on capturing power relays even before they open up (the timeline at the top of the screen tells you when they become available to capture), while leaving the drones to another ally to clear in order to farm more money.

    During the midgame, you should focus on performing different roles depending on how good your farm is relative to your allies and enemies:

    If your farm is very good, and you have a good money advantage over the enemy, then you should act as a full carry, trying to kill as many enemy champions as possible with your high power damage

    If your farm is decent and average, then you should play a semi-carry role, working as a team to achieve kills together with your allies and capturing power relays whenever they become available

    If your farm is bad and you notice you contribute little damage in teamfights, then you should perform a full support role, being the first person to capture distant but critical power relays, defend against lane pushes by clearing drone waves, and performing crowd control functions in teamfights

    6.3 Coast City Strategy: Late Game - Teamfight phase (30+ minutes)
    The late game phase of the match is marked by an absense of towers and the presence of farmed champions who can easily kill two or more opponents before they can blink. Ideally, you would be one of those farmed champions, but even if you don't have a lot of power damage items you can still contribute in important team fights. These fights (often 5v5) are critically important because the high levels of each character means that they need to wait more than a minute to respawn. If an entire team happens to get annihilated, this can give the enemy team the opportunity to push the power core and destroy it, winning the match.

    Your role as Zatanna is to not get killed during these fights. The longer you stay alive, the more you can buff and debuff your allies and enemies. If you happen to be farmed enough to be considered your team's primary or secondary carry, your role is even more essential as your damage output is necessary to kill the other team. As Zatanna, you rely on your mobility for protection. Let your other teammates attract the enemy's attention and soak up the damage while you run around and Skewer (Q) as much enemies as possible. If a teamfight ends badly, try to help your teammate escape using your Dash, Dazzle (W), and if necessary stay behind to give time for your other teammates to get away. As the support, your death will in most cases have the least negative impact on your team.
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