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The ability section of this guide has
several 'how to' pictures for using abilities, team fighting, and positioning.
Other Resources
Information on: Season 3
Hi. Mr. Robot here. I've compiled a list of some other resources relevant to this Champion. If you have a Season 3 resource to suggest,
leave a comment.
The Gameplay section for each champion is a work in progress. More information is being added on a regular basis. If you have a useful tip, trick, video, image or anything that can help players excel with this champion, please let Mr. Robot know in the comments below! He will add information submitted by humans to this page after a thorough robot review. (Mr. Robot will give credit to humans who submit information, even if other robots disapprove.)
Use Make It Rain (E) to Stay Safe
Check bushes with Make It Rain (E). Use it on the edges of lane bushes to make the enemy back up. This will allow you to safely get a couple of last hits in and for your support to safely ward.
Pushing Towers
Activate Impure Shots (W) to kill a tower incredibly fast, then run away before enemies can get to you, thanks to your passive.
Ganking & Getting Ganked
When your allies start a gank, activate Impure Shots (W) to apply the healing debuff on your target. Follow it up with a Double Up (Q) and Make it Rain (E) to slow them. When escaping ganks, use Make it Rain (E) to aid in your escape.
Harassing
Double Up (Q) is a great harassment tool because it applies on-hit effects, so it adds stacks of Impure Shots (W). Another harassment technique is to shoot Double Up at the enemy minion in the back of the pack, so it bounces to the enemy Champions standing behind it. Note that Double Up can bounce from a minion to an enemy hiding in the brush.
Double Up (Q) Resets your Auto-Attack Timer
Double Up (Q) resets your auto-attack timer, so use it right after an auto-attack to maximize your damage.
Team Fights
If an enemy is caught out of position, you can focus them down. Otherwise, after your team initiates, open with Bullet Time (R) because its range should hit the entire team while you stand safely in the back. This will also clear any enemy minions in the lane, so your teammates skills don't get blocked by minions. If the team fight happens in the jungle, you can use your ultimate over a wall and stay safe.
Physical damage carry that uses mainly basic attacks.
AP Carry
Magic damage carry that uses mainly abilities.
Basic Attack DPS
Phys / Magic
Ability DPS
Phys / Magic
Options:
Use Summoner Spells
Use Active Items
Enable Banshee's Veil
Only use Basic Attacks
If enabled, use Ignite, Surge, Heal, and/or Exhaust (depending on which spells the build has available).
If enabled, use active items like Deathfire Grasp, Hextech Gunblade, Health and/or Mana Potions, etc. at the beginning of the fight.
If enabled and you have a Banshee's Veil in your build, enter the fight with a Banshee's Veil spell shield active. Note that this can have a large impact on duel results.
If enabled, only use basic attacks and "steroid" abilities that enhance basic attacks, e.g. Tristana's Rapid Fire, Vayne's Final Hour, etc.
This mode is useful to compare how much damage is gained/lost by using abilities or not using abilities, particularly for late-game AD carries.
Options:
Close
Advanced Options:
Detailed Dataz!
What general abilities were used?
What exactly was modeled?
The following is what happened in the last fight (lvl18, full item build).
Mr. Robot is still working on analysis to validate this champion's builds. You can do your own analysis with the Champion Analyzer and submit the results via the comment section below if you don't want to wait for Mr. Robot!
Gameplay
Guides
Barrier
Shields your champion for 95 + (champion level x 20) for 2 seconds.
Required Summoner Level:
6
Usable In:
Classic, Dominion
Clairvoyance
Reveals a small area of the map for your team for 5 seconds.
Required Summoner Level:
10
Usable In:
Classic, Dominion
Clarity
Restores 40% of your and any nearby allied champions' max Mana.
Required Summoner Level:
6
Usable In:
Classic, Dominion
Cleanse
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.
Required Summoner Level:
2
Usable In:
Classic, Dominion
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 30%, damage dealt by 30%, and Attack Speed by 50% for 2.5 seconds.
Required Summoner Level:
1
Usable In:
Classic, Dominion
Flash
Teleports your champion a short distance toward your cursor's location.
Required Summoner Level:
12
Usable In:
Classic, Dominion
Garrison
Allied Turret: Grands massive regeneration and Attack Speed for 8 seconds. Enemy Turret: Reduces damage dealt by 80% for 8 seconds.
Required Summoner Level:
1
Usable In:
Dominion
Ghost
Your champion ignores unit collision and has 27% increased Movement Speed for 10 seconds.
Required Summoner Level:
1
Usable In:
Classic, Dominion
Heal
Restores 75 + (champion level x 15) Health to your champion and nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 seconds.
Required Summoner Level:
1
Usable In:
Classic, Dominion
Ignite
Ignites target enemy unit, dealing 50 + (champion level x 20) true damage over 5 seconds and reduces healing effects on the target for the duration.
Required Summoner Level:
1
Usable In:
Classic, Dominion
Revive
Instantly revives your champion at your team's Summoner Platform and increases your champion's Movement Speed for a short duration.
Required Summoner Level:
1
Usable In:
Classic, Dominion
Smite
Deals 460 + (champion level x 30) true damage to target enemy minion or pet.
Required Summoner Level:
1
Usable In:
Classic, Dominion
Teleport
After casting for 4 seconds, teleports your champion to target allied minion, turret, or ward.