Spells

As ADC, this passive has way less utility than her AP counterpart.You won't have any AP to scale this spell with, so you won't deal much damage with it (though the true damage from the way back can be useful).The main purpose will be the movement speed burst it provides. You gain an initial 215 bonus movement speed, rapidly decaying over time. Note that it decreases to your original movement speed only when the orb gets back to you. That means that you'll keep the bonus longer if you delay the time you catch the orb.So when you want to close the gap, chase or escape, throw the orb behind you, in the opposite direction you are moving to.When you kite the enemy, you can throw the orb at him to benefit from the small magical and true damage.You won't have any AP to scale this spell with, so you won't deal much damage with it. Don't use it to harass it's not worth the mana, but you can use it in your combo.Stuns the enemy from 1 to 2 seconds, which will allow you to land some auto-attacks. Very useful during laning phase if combined with an aggressive support with hard CC such asIf a minion is blocking you from charming the enemy, you can dash withorand position yourself correctly to charm him.This is what makes ADCsuch an amazing ADC. You can easily correct your positioning errors with these three dashes during teamfights. With each dash, make sure that your target stays in range of your auto-attacks, but stay as far as possible from the enemies.You can also use it to chase or kite the enemy, or to escape from nasty ganks.