Introduction
- Very strong laning phase vs most melee champions
- Highly mobile, can apply insane pressure top lane and still get away
- Very hard to flat out counterpick
- Very strong mid game if you're not behind. Wins pretty much every matchup by level 11.
- Even if you're behind, you can still always splitpush
Cons:
- Can be vulnerable pre 6 to strong ganks and/or tough lane matchups
- She gets outscaled by a lot of top laners making her vulnerable to the classic "win lane, lose game"
- Her sustain is very mana hungry
- One of the only champions that completely lacks cc, other tops have better teamfight presence (somewhat fixed by Iceborn Gauntlet)
Summoner Spells
Flash is great for being able to stay safe in early lane because of the relatively short distance to tower and instant reaction time to avoid skillshots/cc's. It will always be standard because of the ability to go through impassable terrain that's even longer than the actual range of the spell.
Unless you severely outplay your opponent, you need ignite for kill potential in lane. Not much else to be said. Take it if you want to kill your lane. Leave it if you don't.
Exhaust & Flash
Flash is great for being able to stay safe in early lane because of the
relatively short distance to tower and instant reaction time to avoid
skillshots/cc's. It will always be standard because of the ability to go
through impassable terrain that's even longer than the actual range of
the spell.
In lane, exhaust can help you survive all-ins but flash is far better for offensive potential. exhaust mostly shines in teamfights where you can exhaust a high damage target diving your backline like Rengar, Tryndamere.
In lane, exhaust can help you survive all-ins but flash is far better for offensive potential. exhaust mostly shines in teamfights where you can exhaust a high damage target diving your backline like Rengar, Tryndamere.
Flash & Barrier
Flash is great for being able to stay safe in early lane because of the
relatively short distance to tower and instant reaction time to avoid
skillshots/cc's. It will always be standard because of the ability to go
through impassable terrain that's even longer than the actual range of
the spell.
Barrier can be great in any build to survive hard lanes. This is especially effective vs executes like Darius. Pantheon.
By taking barier you give up pretty much all kill potential and are expecting to not lose lane the best you can and make it to midgame. This is basically the definition of top lane AP nid.
However when playing AD nid it's more of taking the secure win without the snowball potential. This means more passively pushing people out of lane over time and taking towers, not snowballing off of kills.
Barrier can be great in any build to survive hard lanes. This is especially effective vs executes like Darius. Pantheon.
By taking barier you give up pretty much all kill potential and are expecting to not lose lane the best you can and make it to midgame. This is basically the definition of top lane AP nid.
However when playing AD nid it's more of taking the secure win without the snowball potential. This means more passively pushing people out of lane over time and taking towers, not snowballing off of kills.









