W: Dark Passage Dark: passage should be maxed out last. Again, mostly useful for utility and not its shield.
It is good for:
- Saving your careless ADC out of a dangerous situation that he inflicted to himself.
- Giving a shield in 1v1s between 2 ADCs (Personally the shield is so weak you can BARELY feel it. Lol)
- Collecting Souls (Yes, you can use it to grab souls from far away)
- Pulling your Jungler into your position for a gank.
- Checking brushes and blind spots.
- Saving allies and pulling them to a safe distance.
- Take Note: They have to click the lantern. If they don?t absolutely nothing is going to happen. Lol
Note: Don?t use the lanterns to get souls unless it is a worthy amount. The lantern consumes a decent amount of mana so don?t use it for just 1 or 2. Also, if you have less souls the spawn rate is higher, and you will get them later anyway. The lantern has a long cooldown and shouldn’t be thrown around like crazy.
E: Flay: Flay should be taken for its extra auto attack damage (can be used for poking) and the easy disengage/peel it provides. This can be used for one or two targets depending if you hit them within range. In case of 1v1s this is the most useful part of your kit.
Flay is very tricky to land however, if used with Q, can easily make nice plays. Flay is best used backwards as a sort of mini pull with a slow. Flaying forward? when in fact you are trying to engage is really stupid (you?ll end up looking like a total idiot). Only flay forward to disengage/peel, backwards is for ?engaging.
A good example would be moving forwards to their ADC when they are over extending, flay them towards me before attempting to hook them with Q, pop exhaust while letting my ADC fire some shots at the enemy. ?Flay can be upgraded for its additional damage to your first auto attack after not attacking for a set period of time. You deal extra damage for one hit, and this can be used to poke at short ranged ADCs.