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Recommended Items
Runes:
Precision
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Barrier
Flash
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Twitch
Braum
Ideal
Strong
Ok
Low
None
Braum
Introduction
Hello gamers, welcome to my advanced




To begin with, you need to understand who



The rocket launcher has extremely high basic attack range and the attacks deal 10% extra damage, while also splashing onto nearby targets to deal just as much damage to the secondary targets as to the primary target. This form enables her to deal very safe damage with devastating AoE damage potential, especially when paired with

Her single-target damage with this form isn’t amazing on paper, because she does scale 10% worse with bonus attack speed while using the rocket launcher, but in practice you’ll often still be outdamaging the vast majority of ADCs in single-target damage with this form because of just how easily you can reach anyone you want to deal damage to with how high your range is, and especially when taking into account how safely you can deal that damage compared to shorter range ADCs who will frequently need to be more careful about biding their time to find an opportunity to deal damage.
Attacks in this form also cost 20 mana per basic attack, mostly just to stop her spamming it too much in lane phase where the permanent pushing power would be too strong. In teamfights with

The minigun on the other hand, loses the -10% bonus attack speed restriction, and also gains considerable amounts of attack speed per basic attack, stacking up to 3 times. Using

Still, the rocket launcher’s basic attacks cost 20 mana for a reason. It is generally your stronger form, both because of the safety it provides, and also because even the overall damage potential is so much higher, particularly after


Since the rocket launcher is both her strongest form but also her lowest DPS form, this means


While





Unlike others, I wouldn’t personally go as far as to say that tanks counter


Another important thing to understand about







Another thing to note is that while










Additionally, when both junglers play around bot lane, this favours the






You just have to understand that despite this good laning, you shouldn’t expect to have big early leads every single game. But if you’re actually losing 2v2 consistently, even before jungle intervention or early skirmishing comes into play, then even though this is the stage of the game where


And finally, the last important thing you should know, and personally my biggest reason to play her at the minute, is that


Best & Worst Times To Pick Jinx
Now, just because








As for her ADC matchups, as her increasingly large basic attack range is her biggest strength in lane, she works best against low range ADCs such as











As for enemy supports,










So while you can always expect to pick



Lane Phase
Covering
Before minions spawn, you’re going to want to cover the bot side entrance to your jungle. On red side, you can sit in this brush and it’s very unlikely the enemies will be able to surprise you, you can just sit in the back of the brush and if the enemies invade, you can just start running back while placing a ward in the brush to keep track of their whereabouts. But you definitely don’t have to use a ward unless you can already see them invading.
On blue side, sitting in the brush that leads to your jungle isn’t really an option because the enemies can stick to the wall to surprise you and almost guarantee you’ll have to blow

[Place screenshot of blue side cover]
You’ll want to be far enough away that your vision doesn’t quite reach the brush, meaning that the vision of any enemies in the brush also just won’t quite reach you either, but close enough that as soon as anyone steps out of the brush, you’ll have vision of them, revealing their invade from a safe enough distance that nothing short of a




It does leave you vulnerable to poke coming from the lane brush, or even potential engages coming from the brush, but you can put enough distance between yourself and the brush to give yourself a chance to dodge any incoming poke. Even if it lands, it’s not the end of the world, and generally won’t be as bad as either using a ward or dying to an invade, and any unexpected engages are super unlikely to kill you at level 1 this close to your turret anyway.
Leashing
When it comes to leashing, you definitely don’t want to leash if you can avoid it.

There is not a single jungler that still needs a leash in the current year given how easy and healthy jungling has become in recent years, and with scuttle crab now spawning as late as it does, your jungler having a faster clear is both not worth giving up your lane pressure for, and also not worth giving away your jungler’s starting camp, which will give away what lanes they can early cheese, or what lane they’re pathing towards and away from.
Entering lane
If you had to cover then you should stand back and walk into the lane behind the minion wave, with the minion wave both covering you from any skillshot poke the enemies might try to cheese you with from the lane brushes, and also being around to aid you in a fight should they try to force an engage.
It’s very important you path with and next to the wave, not before it or after it, because any poke that lands could make the difference between winning or losing the early level trading, and any engage that lands could easily cause you to lose lane entirely, by either forcing you into far too early a recall, or ultimately causing you to die, either right then or in the near future.
Alternatively, if you have a stronger level 1, which as

If poking, you’ll only be able to land a simple rocket basic attack before potentially wanting to retreat back into the brush, but your support may have something stronger to poke with, such as a



You won’t always be able to obtain an advantage through controlling the brushes early on, but it’s good to do it anyway just in case the enemies do mess up, which they frequently will in lower Elos.
Level 1
On the first wave, you’ll want to try and poke the enemies as much as possible without getting hit back. Since the rocket launcher only gives you 605 range at this stage it won’t be as easy to space your opponent as it becomes in later levels, but an easy way to cheese some poke onto your opponent while being hard to retaliate against is predicting when they’re going to walk forward next to their minions to either hit your minions or to try and trade with you, and throw a rocket at their minions as they’re walking up to them, causing them to take as much splash damage as they would have taken if you’d attacked them directly, but also avoiding minion aggro in the process, and making it hard for them to retaliate since you effectively attacked them from further away than your basic attack range actually is.
Your main goal however is to outpush the enemies so that on the second wave you’re the first bot lane to level 2, without pushing so fast that the minion wave just ends up crashing into the turret and wasting your chance to pressure with the minion or level advantage. This would be very easy to achieve on

Since pushing for level 2 is easy for you, what you’ll want to do is make sure you’re either beating or at least tied with the enemy bot lane in the push, and then focus on just trading with them. Since you have the better waveclear, the enemy bot lane has to focus very hard on pushing if they want to have a chance at outpushing you, while your push comes very effortlessly so you can instead focus on poking.
Ideally you’d space them well enough to avoid retaliation, but even if they do manage to hit you back, so long as you have the bigger wave you’ll generally be expected to win trades, especially with your +10% damage on rockets. If the enemies do out-range or out-trade you though, you can instead focus on avoiding interaction by sitting back and clearing the minions, while trying to get the damage to splash onto the enemy if they’re trying too hard to walk forwards and trade with you.
It’s important to note that level 1



For level 2 you’ll generally want to level








Since your pushing power is so good, you’ll very frequently be able to obtain an early level 2 which can enable your support to potentially earn you a free kill if you play your cards right. Generally though this won’t happen in the majority of games unless you happen to duo with a support player who has this sort of champion pool, so you’ll usually just want to stick to levelling W.
Level 3
Level 3, if somehow you have high mana still, which means you haven’t been using rockets for trading or pushing much, then you can level whichever ability you don’t already have between


So if you’re running low-ish on mana I would instead recommend putting a second point in

Lane Scaling
Your relative laning power as



This won’t matter as much into ADCs with great gap closing capabilities such as





When playing




However, the later the lane goes, the harder it becomes for




Meanwhile when playing




Level 6
At level 6 you will unlock your ultimate, Super Mega Death Rocket. This is obviously invaluable for securing kills from a distance and also potentially sniping kills across the map, but one underrated use for it is harassing with it in lane for pressure, sort of like how you’d use Caitlyn ult. As an execute it won’t deal much damage to full HP opponents, but any time they’re below 50% HP it will deal substantial damage that makes it very hard for the opponents to continue laning, so you can either bait them into overstaying and potentially get a kill later on, or force them to base and obtain a CS lead that way.
The way I like to execute this which always catches the enemies off guard is by shoving a wave under turret and hanging back out of vision, then ulting them while they’re last hitting under the turret. Because they’re last-hitting you can expect them not to be moving around too much, and by being out of vision they won’t be able to react to the cast animation, only to the projectile coming on their screen which is very hard to dodge without warning.
Another big consideration about using your ultimate for harass is that it’s AoE, which makes it extra valuable to harass with if you expect it’ll likely hit multiple targets. Even if the enemy bot lane are as high as 70% HP and won’t take much execute damage, the fact that it’ll be nearly double the damage from landing an AoE hit can make it worthwhile if you’re confident you can land it on both the enemy bot laners. And obviously the lower HP they are, the more valuable an AoE ultimate will be, but generally you can expect AoE ults to almost always be worth the cooldown, just so long as they’re already missing some HP at least. The further ahead you are though, the less of this sort of ‘help’ you need in winning your lane, and the more you’ll want to hold onto your ultimate for actually securing kills.
Wave Management
When it comes to wave management, after level 2 you’ll want to let the enemies push if you’re facing an engage lane and don’t have the advantage in all-ins, since you’ll want to play near your turret to be safer from engages. Freezing near your turret is also ideal if you can execute it safely, but don’t overforce it and get engaged on while tanking a minion wave.
In other matchups, generally you’ll want to have push advantage so that your minions outnumber their minions, and give you an advantage in fights. If you have such an advantage in lane already that the enemies can’t afford to push back against you lest they take free damage, then you can switch to a slow pushing strategy where you zone the enemies from the wave to deny them last-hits, and build up a big enough wave that when it crashes you have plenty of time to harass the enemies and the turret.
You’ll want to also always crash the cannon waves as soon as possible because cannon minions take -50% damage from turret shots, making them squishier to minions than to turrets, so ideally you want to take out the minions immediately and send the cannons under turret ASAP to maximize their efficiency.
And once your waveclear becomes good enough that you can crash almost instantly and for very little mana, you can consider adopting a strategy of crashing every wave instead. If you keep sending every one of your minions under turret with 100% HP then you’re maximizing the overall amount of time you spend at the enemy turret, which will maximize the damage you deal to that turret and potentially also the poke you can land. This is particularly effective the more poke is coming from your support as well, but once you have high range from your rockets and high damage from your W, you will also be good at pressuring the enemies under turret as well as dealing turret damage on every crash.
Other factors to consider are that the safer the enemy bot laner can farm even while being zoned, such as with


Mid-Late Game
The next thing we’re going to cover is how you should play out the mid and lategame with

One thing you need to take advantage of with



Try to only group up with your team when every mid wave has been pushed out already, rotate to side lanes to pick up minion waves unclaimed by your side laners, and during downtime where your team aren’t grouped and it seems unlikely that any action is about to break out, try and rotate to the nearest jungle camp to farm in between mid lane waves as well, even if it’s only scuttle crab. Gromp and Krugs will usually be too far away to consider unless you already happen to be on a side lane, but Raptors and Wolves are near enough to mid lane that you should strongly consider farming them in between waves.
As much as your jungler also wants jungle camps, there’s usually too much uptime in the mid-late game for him to just be full clearing his jungle on repeat, meaning that if your jungler is the only one taking camps, there will frequently be camps left alive for long periods of time which isn’t optimal for team-wide gold income. As satisfying as it is for junglers to always have camps available in case they have time to farm them all, it’s much more important for the team as a whole for jungle income to be maximi

Some rules to apply to have at least some common decency to your jungler are obviously not to take camps that he’s currently farming, or even just pathing to. Also try to respect that while he can’t farm everything, he is likely to be able to farm the camps he’s already quite near to. So if your jungler is currently farming Krugs and can proceed to path to raptors, prioritize taking wolves if possible, don’t go out of your way to take exactly the camp that he would clearly want to farm next.
That said, there are times where you should be greedy. If you have all 3 lanes pushed in and there is no lane farm available and won’t be for the foreseeable future, and you also don’t need to be grouped, you can absolutely farm an entire jungle quadrant to yourself. You farm so fast as

While this might seem excessive, and it absolutely would be if you actually had lane farm available, if you have nothing else you can farm then you absolutely do strongly want to consider just farming a large number of camps grouped together while you wait for farm to become available. This might devastate your jungler’s income for the next minute and a half, or he might not even notice because he doesn’t get a chance to path there for the next minute and a half. There is no guarantee in terms of how that would affect your jungler, the only guarantee is that you personally get moderate gold and XP in your pocket if you choose to farm it, which is absolutely a good thing for your team as a whole to secure for their ADC.
So unless your jungler is already pathing towards that quadrant, or you have better things to do like grouping with your team on an objective, there will absolutely be times where you can and should farm an entire jungle quadrant to yourself, particularly on the blue buff side because those camps are very grouped together in comparison to the red buff side, meaning you can speedrun the whole quadrant very fast before any minion waves become available to farm.
Ideally in the mid-game you want to be grouped around mid lane, and this will be where you want to get the majority of your farm. However, depending on your Elo, your mid laner might not be too happy about abandoning their lane to you, particularly if they’re a mage who isn’t much better at side laning than an ADC is. As

This is usually just their fault because they have bad macro if they refuse to ever go onto side lanes, but that doesn’t mean you can’t at least partially try and compensate for their bad macro to have better team-wide income. Just like we justify taking jungle camps from our jungler with the reasoning that it improves team-wide income, we also want to keep team-wide income into consideration even when it doesn’t benefit us personally.
When I play in low Elo I don’t even bother trying to communicate to my mid laner to go onto a side lane because in my experience it’s too rare for them to listen to be worth the effort. Instead I recommend adopting a strategy in the mid-game of rotating to the side lane yourself, pushing it out, then grouping mid for as long as you can before the side lane wave ends up being farmable again, then rotating back bot to farm it and shove it out again, then grouping back mid again.
This strategy is admittedly inefficient because it leaves you grouped with the team for much less time, and especially the stronger you are, the more you want to be grouped with the team to be available for any fights that might pop up.

Additionally, this strategy has you wasting a lot of time simply rotating between lanes, which is time that would have been better spent pressuring the enemies or farming camps. But it’s also not ideal for either you to be getting no farm because your mid laner’s taking all of it, or for your mid laner to be getting no farm because you’re taking all of it, or for both you and your mid laner to only get 5 CS per minute because you’re each taking half of the other’s farm. The macro of low Elo mid laners means you’re going to have to commit the sin of either being grouped less or farming less, and between the two, not getting farm is definitely the least ideal. Hence you’ll want to take the lesser of two evils and focus on maintaining your farm.
During the periods where you are grouped mid, you should feel free to secure all the farm for yourself and not worry about your mid laner’s income. Rotating to side lanes is your reasonable attempt at letting them have some farm, but when both of you are on the same lane, the minions are fair game, and it’s their problem if they’re not getting much CS. The gold will almost always be more efficient on you as

I would only make exceptions when your mid laner is fed, is carrying, and also scales quite well. Especially if you’re behind, then that’s when you would actively want to prioritize getting gold on them rather than yourself, so you’re not getting in the way of them carrying. When this happens in high Elo, I’ll even let them stay grouped mid while I defend side lanes in their place, so they can carry teamfights while I’m the one mostly stuck on a side lane not impacting the game.
Sometimes when you’re pushing out a side lane, either because your mid laner won’t leave mid so you’re having to resort to that strategy of constantly rotating to side lanes to pick up farm, or just because that’s how things ended up playing out at that time, your team will end up getting into a fight on mid lane or on the opposite side of the map, while the enemies are grouped as 5 and your team is only grouped as 4. This does not have to mean that you should join them, in fact usually the correct call is to ignore it and keep pushing. You’ll get a bunch of free-farm at a minimum, and with any luck you’ll also get a turret or two out of it, particularly as

If you manage to get the inner turret on a side lane, you’ll even be rewarded with 700 gold as well as more map control, which will match a lot of the benefits the enemy team obtained from killing your own team. Rotating to try and help your team instead sacrifices this near-guaranteed gold just to get to a fight that might end up being disengaged, or might end up being lost before you arrive, and there’s even a non-zero chance that your team even wins the 4v5. If your team wins a 4v5 teamfight and you get a ton of farm and turrets by yourself, that is much better for your team than if they only win a 4v5 teamfight while you wasted your time rotating to the fight with no guarantee of being able to influence it.
This logic can also apply even if you’re pushing out a mid lane wave before drake/baron and your team happens to get into a fight in the river or in the enemy jungle. Depending on how close it is rotating might be an option, but if it’s far away or if both teams are positioned in such a way where the enemies are standing between you and your team so that you can’t actually join the fight, you’ll just want to keep pushing and get a free turret while the enemies fight 5v4. Even if your team loses you still get something back for it to hopefully maintain a chance of winning the game despite the lost teamfight, and again there’s that non-zero chance that your team simply wins 4v5 and you also get free turrets out of it.
Especially when using builds where you get


Lategame plays very similar to the midgame, except you’ll want to put a smaller emphasis on rotating for farm, and a greater emphasis on staying grouped as much as you can, within reason. At this stage, a single fight could determine the outcome of the game, so your priorities just need to change a little bit, although finding farm should still be somewhere on the list. When exactly this stage starts is hard to say, but, the later the game goes the more you’ll want to stay grouped, and the stronger you are the more you’ll want to stay grouped as well. At the very least I certainly wouldn’t describe lategame as starting any earlier than when baron spawns, which at the time of this video is the 25 minute mark.
Team-Fighting
Your goal in a teamfight as an ADC is to deal as much damage as you can without dying. You shouldn’t have a hard time of this as

Positioning
The most important skill you need to practice for staying alive in fights is positioning. Positioning refers to the act of actively positioning yourself in whatever location is going to give you the most safety, or allow you to deal the most damage, or ideally, both at the same time. Sometimes safety takes precedence over dealing damage, sometimes the reverse is true. But mostly you’ll want to position for safety. In either case, positioning is a very active and reactive skill, and needs constant adjustment based on the movements of both your allies and enemies. You’ll rarely want to stand in one spot for extended periods during a teamfight.
In order to effectively position safely in fights, you’ll need to identify what are the enemy threats to you, and how far away you need to be to avoid them. For example, when facing Gragas you don’t want to be in range of his


Likewise when facing a Nunu for example, you’ll want to stay outside of his ult range because you don’t want to get slowed by it or chunked by it, even if he is not currently casting ult. You wouldn’t even want to be in range of his E, or that might root you and give him a chance to ult you. And against Jax, you want to stay outside of his Q range especially when he has

And this is an example of why


Against certain threats such as assassins, even max rocket range may not be enough. If we take


Depending on how the fight goes however, these threats may zone you from fights for quite a long time. Some fights you may not get to deal damage because an unpeeled enemy zoned you from the fight for its entire duration. This is unsatisfying, but it’s important that you stay alive because at least then you’re still around to defend turrets and farm minion waves. Getting frustrated and dying just to deal a little bit of damage will generally lead to a worse outcome than staying alive while doing nothing.
Getting Caught
Sometimes however you will end up getting caught, usually because of an oversight you make in your positioning or in tracking an enemy. Sometimes you’ll still be able to find a way to escape if your




This was a particularly fortuitous instance of getting caught and managing to get a lot out of it before getting killed, but in general, the more damage you deal as you’re dying, the better you’re setting up your team to hopefully succeed without you. So obviously try not to get caught, but if you do get caught, think about how you can extend your life for as long as possible, how you can deal as much damage as possible before you die, and who the most valuable target is to deal damage to in order to set your team up for success.
Which Gun To Use
We’ve mentioned before that you’d ideally spend most fights in rockets, but you’ll definitely be lacking effectiveness on

And in general, you’ll want to be quick to identify when it’s time to switch to your other weapon. If you were focusing someone with minigun and they escape your range, you want to immediately switch back to rockets until they’re in minigun range again. If you were spacing someone and they enter your minigun range, you want to immediately switch to minigun for the increased DPS. The quicker you identify when a weapon swap is ideal, the more you will maximize your DPS in any given situation. Some fights you may end up holding the same weapon for the entire fight, but others you may end up repeatedly swapping between weapons as needed over the course of a fight.
Focusing Enemy Backline
While the golden rule of teamfighting as an ADC is to focus the enemy frontline, there are times where the enemy backline are the only targets available, either from the start of the fight or after a certain point.

For example,





For spacing enemies with your superior range advantage, there are multiple factors that make it more effective. The first is that the more attack speed you have, the less time you spend locked down by your own basic attack animation, so the enemy has less time to close the gap on you. The slower the enemy is, the less distance they will gain on you while moving towards you. And the faster you are, the more distance you will put between you while you are moving away from them. These last two factors can be combined into one factor which we can call movement speed differential, and it also allows you to get in range of the enemy to deal damage to them, as well as get out of range to avoid their damage.



While the golden rule of teamfighting for an ADC is to focus whatever’s closest to you, all rules are made to be broken and it is important to note that you can sometimes ignore this rule. In this teamfight for example, Rammus is the only enemy frontline threat to me, and what makes him threatening is very much just his E. So when he wastes his E on my Milio, I just run past him onto his overextending backliners who have left themselves vulnerable to me. Rammus turns on me realizing his mistake, but it’s too late, he has nothing to threaten me with without his E, so I’m free to ignore him and focus the higher priority targets in his backline, who have also wasted their cooldowns and have nothing left to immediately threaten me with.
You generally want to focus the frontline because focusing the backline leaves you vulnerable to the frontline, so you need to focus on kiting the frontline. But if the frontline happens to be no threat to you at all, that leaves you with the option of focusing the backline instead. It may not necessarily always be the right call, if the enemy backline is a threat to you then you may want to stay away from them and focus the frontline anyway, but there are scenarios such as the one you just saw where the frontline is low priority targets that can be safely ignored, and the backline either can’t deal with you, or have wasted the cooldowns they would’ve needed to use to kill you.
Tips & Tricks
Next I’m going to teach you all the subtle tips and tricks you need to maximize your knowledge of

Tip #1
The first tip is the simple way to know the range at which






Tip #2
Tip #2 is that your ult becomes significantly harder for the enemies to dodge it if they don’t see it being cast. The projectile itself is very fast and hard to react to, enemies mostly rely on seeing you cast it in order to dodge it without

Tip #3
Tip #3 is that enemies hit by a strong enough slow will struggle to dodge your ult even if they see it coming, due to their low movement speed. This means that if you hit your

Tip #4
Tip #4 is that you should consider how likely your ultimate is to land on an enemy champion, based on where you’d be throwing it from vs where you want it to land. For example, throwing it to mid lane from base is very likely to land because there’s only a narrow corridor within mid lane where the enemy is likely to move, but trying to throw it mid from bot lane is less likely to land because the lane is far longer than it is wide, meaning there’s more room for them to move around, and you’ll have a harder time predicting where to hit them unless they happen to stand still.
Tip #5
Tip #5 is that when you’re walking back into lane and enemies are pushing your turret, you can use ult to snipe some last-hits for yourself as well as deny the enemy some turret damage. Caster minions will get oneshot by your ult, and with the right timing you can even snipe a cannon minion when it’s low enough, provided the enemy stands near enough.
Tip #6
Tip #6 is that your ultimate can steal jungle monsters if it hits an enemy next to them. This will deal up to 1200 execute damage, as well as 80% of the rest of its base damage and AD ratio damage, making it competitive with Smite if timed just right. This makes it good for potentially stealing jungle buffs, or even potentially Void Grubs, Drake, Herald and Baron.
Tip #7
Tip #7 your



Tip #8
Tip #8 is understanding the specifics of the synergy between



Onto champions, overlapping rockets is never a guarantee in teamfights, whether the enemies are full melee or full ranged, but minions are guaranteed to clump up so it’s always a crazy bump in waveclear as well as ability to farm jungle camps that have multiple monsters. Additionally, even aside from overlapping rocket damage



Tip #9
Tip #9, when trying to use traps defensively against a champion trying to get on top of you, make sure to throw them a little in front of the enemy rather than on them, since they take .75 seconds to arm and champions can move a fair bit of distance during that time.
Tip #10
Tip #10 is that your traps don’t just have to be defensive, you can also use them to catch out an overextended enemy. Just like the previous tip you don’t want to throw them right on top of the enemy if you can help it, but rather just behind them, to give the traps time to arm.
Tip #11
Tip #11 is that your traps don’t necessarily have to land on an enemy to be useful. If you can place them onto a CC locked enemy then you probably should, but if you can’t guarantee that they’ll actually hit an enemy, placing them behind the enemy can be more valuable. Even if it doesn’t end up hitting them, simply forcing them to alter their pathing to walk around the traps can still allow you to deal a lot of damage to them. If on the contrary, you’re trying to keep them off of you, then you can reverse this advice and throw the traps in front of the enemy, and them having to walk around the traps will also help keep you safe via forcing them to path inefficiently. Additionally, if the enemy is slowed hard enough, such as by your max rank W, they would actually be saving themselves time stepping on the traps rather than trying to step around them while slowed, which takes a long time.
Tip #12
Tip #12 is that it’s very important to consider the target’s movement speed when you’re throwing your traps. If your target has high movement speed, such as an ulting Master Yi, you need to throw them considerably further away from him, or he’s going to speed across the traps before they’re finished arming. Likewise, the slower the target is, the closer to them you can actually place them. This is particularly effective because the enemy’s instinct is to assume they can walk over traps that are placed so close to them, but in reality even traps that are placed directly on top of them can still trap them if they’re slowed enough. The exact proximity of the traps depends on their exact movement speed, but it’s important to be mindful of this as you play so that you can get used to the optimal placement in different scenarios.
Tip #13
Tip #13, once again regarding traps, is that you can potentially kite around them as if they’re a temporary piece of terrain that the enemy cannot pass through. Since they last 5 seconds, this is especially effective when the enemy can’t win the fight or catch you if they get rooted, but also cannot afford to be kited by you for 5 seconds without dying. Since you can pass through them and the enemy cannot, combined with your

Tip #14
Tip #14 is that using traps to block off opponents’ pathing is far more effective when used in tight corridors, where you can potentially block off an entire passage rather than just part of an opponent’s path. This might seem intuitive, and it probably is, but I just want to emphasize therefore that you should be extra willing to use traps in these locations, and also careful not to waste them frivolously on other uses when they might soon potentially be good to use in this manner. This can be used either to block people’s escapes, to keep them from chasing you, or zoning them from contesting an objective.
Tip #15
Tip #15 is that you can use traps to force an enemy into an extended trade that they don’t win. For example, many times you’ll face champions that beat you in short trades but lose to you in long trades, because they have a bursty ability to trade with but in the long run lose to your minigun DPS. When they step up for the short trade, you block off their immediate escape with traps to force them into a longer fight than they actually wanted to take. Escape is an option if they’re not fully blocked off, but the change to their pathing still forces their escape to take much longer to disengage than anticipated, especially if you also proceed to slow them with W, and can potentially punish them with death in exchange for their winning of the short trade.
Tip #16
Tip #16 is to use your passive movement speed from destroying a turret to try and catch out nearby enemies who aren’t respecting your incoming burst of movement speed. Depending on how close they are you can either snipe them with

Tip #17
Tip #17 is that the angle of your traps is determined by which way you are facing when you cast them. Be mindful of this when looking to block off corridors and such.
Tip #18
Tip #18 is that when placed inside walls, traps will land on terrain on the nearest side of the wall. So if you cast traps just over the halfway point of a wall, you can massively extend the range, which can be useful for extending vision.
Tip #19
Tip #19, related to the previous tip, is that traps can split off into separate areas when cast exactly in the middle of walls. You can use this trick to get vision of multiple areas at once.
Tip #20
Tip #20 is don’t be afraid to use your ult to cancel the opponents’ bases if they base in vision. This is especially effective if you time it so it cancels the end of their base to waste as much of their time as possible, which will completely destroy their tempo.
Tip #21
Tip #21 is that

Tip #22
Tip #22 is buffering

Tip #23
Tip #23 is that in situations where you want to use both




Tip #24
Tip #24 is that

Tip #25
Tip #25 is that you can




Tip #26
Tip #26 is that skillshot indicators and their visuals are way off when aiming from the river into high ground, or vice versa. You can abuse this with W, and potentially also R, to hit enemies with abilities they assume are going to miss, as the ability is going to land exactly where your cursor was pointed, it’s just that the enemy is going to be misled as to where you actually aimed.
Tip #27
Tip #27 is cancelling your ult animation. The animation of your ult gets completely hidden if you cast it while in your basic attack animation. When your basic attack animation is over, your R animation resumes, so low attack speed cancels your ult animation entirely, but high attack speed barely cancels it at all, meaning the cancel is easier with rockets than with minigun. If you cancel your attack animation with a movement command then ult, the ult animation doesn’t get cancelled in the slightest, so it has to be a basic attack directly into ult with no commands in between. And it’s important to note that even if you cancel the animation the enemies can still hear the sound, but without visuals it may be enough to confuse them and delay their reaction. Tip #27.5 is that



Tip #28
Tip #28 is that cross map ults that don’t need to travel much distance are much easier to land when the target is CC’d, since your ult travels so fast that they won’t have much time to move after the CC is over before the ult reaches them. So you should more strongly consider a cross-map ult onto a target that’s either CC’d or about to be CC’d.
Tip #29
Tip #29 is that in fights, it can be worth ulting your enemy while they’re CC’d even if it’s not yet enough to execute them, or to deal as much execute damage as you’d like. This is because if you wait until they’re not CC’d to use it they could potentially

Tip #30
Tip #30 is that when you’re chasing an enemy and you’re still in basic attack range, you shouldn’t throw








Tip #31
Tip #31 is that because the



Tip #32
Tip #32 is that when you’re switching from minigun to rockets, your first rocket attack is enhanced by the attack speed of your minigun stacks. It’ll still be slower than a minigun basic attack because of the 10% reduced attack speed scaling, but the attack will come out much faster and be less of a DPS loss than if this mechanic didn’t exist.
Tip #33
Tip #33 is more of a myth buster than a tip, but switching from rockets to minigun is NOT an attack reset. This is a tip I saw quite a lot when doing research for this guide, but after testing it’s very clearly not the case. It’s just that when you have very high attack speed the switch from rocket launcher attack to minigun attack causes such a drastic change in attack speed that your minigun attack comes out fast enough to appear as an attack-reset. But the key difference is that an attack reset would imply there is some form of damage advantage to obtain from performing it, whereas rocket attack into minigun attack just deals less DPS than minigun attack into minigun attack. Even though the second attack comes out equally fast in both cases, you would simply be doing more DPS by not delaying your first attack with a slow rocket attack. Except in extremely rare scenarios where your target is going to die in exactly 2 basic attacks, but only if one of those basic attacks is a +10% damage rocket attack, there is no advantage to be gained from doing a rocket attack into a minigun attack if you’re already in range for 2 minigun attacks in the first place. You will do more DPS the sooner you begin attacking with minigun, even if, or especially if, it’s already fully stacked.
Tip #34
Tip #34 is that when you could do with lifestealing from minion waves to get back to full or at least adequate HP, you’ll want to stick to using minigun rather than rockets, since you don’t lifesteal off of the rocket AoE damage, while minigun’s high DPS results in high amounts of lifesteal, and so the more lifesteal you have, the more of a difference this can make.
Tip #35
Tip #35 is just a notice that your passive gives you +25% of your total attack speed, not just 25% bonus attack speed. The difference is that bonus attack speed only gives you attack speed based on your champion’s attack speed ratio, while total attack speed gives you extra attack speed based on all the attack speed your champion has, including from items, runes, and from level scaling. So the more attack speed you have, the more of a relative DPS increase proccing your passive becomes, to the point that lategame it can make quite a big difference, especially with minigun.
Tip #36
Tip #36 is a really weird mechanic I discovered that I’ve never seen mentioned anywhere else. If you throw out a basic attack with rockets, swap to minigun while it’s in the air and then use

Conclusion
And that concludes my guide to


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