
Overview
Marksman; Gold lane.
Strengths
Late-game damage, turret pushing, and long-range finishing.
Weaknesses
No mobility, very squishy, and weak early game.
Backline is The Key
Swift Boots: movement speed. Buy boots first then complete the item after building magic blade. Rose Gold Meteor: early game survival. Buy magic blade after getting the boots. Complete the item after building Windtalker and Berserkers Fury. Windtalker: attack speed; crit chance; movement speed. For pushing and DPS. Berserkers Fury: boosts crit damage. Scales late game. Malefic Gun: faster turret pressure; added reach. For kiting. Sea Halberd: anti-heal. Note: buy and sell rose gold meteor with immortality and winters crown for survival.
Reposition and Attack
Agility: +movement speed; helps reposition; for kiting. Weapons Master: to increase damage from items; good for scaling to late game. (Note: consider tenacity for survivability if enemy team has heavy diving heroes like Lancelot and Ling.) Quantum Charge: extra damage on basic attacks; small heal; additional movement speed.
Battle Spell
To help you escape when the enemy dives. Consider purify if enemy team has a lot of CCs.
Late Game Monster
Longest range among marksmen. - Increases basic attack range as you level up. - Hit towers without getting punished. - Enemy struggles to reach her. Crit chance and attack speed scaling. - massive DPS. - melt turrets and heroes. Finisher. - as long as 1st skill is landed and enemy is within range; instant deletion. - basic attacks is basically tower damage.
Best With Atlas
100% co-op win rate
Great set in late game and enemy team will be wiped out. Good for zoning.
Watch Out For Ling
40% counter win rate
You can still run away if you kite well, early game will be quite hard. Late game, easy to burst if full build.