Gusion is a magic-damage Assassin who converts precise dagger paths into explosive picks. His damage is strongest when Shadowblade Slaughter crosses the target twice, Sword Spike is used as a deliberate entry rather than a blind chase, and Incandescence keeps one dash available for the exit.


Each skill cast adds a rune to Gusion's dagger (stacks up to 4 times). Each stack enhances Gusion's next Basic Attack to deal additional damage equal to 3% of the target's Max HP and restore 50 (+25% Total Magic Power) HP to himself.
Use: Weave a Basic Attack after a short skill sequence when the target is still in range. Why: Each cast adds a rune, and the empowered hit deals Max-HP damage while restoring Gusion's HP. Avoid: Do not force the attack into heavy crowd control when disengaging is safer.


Gusion throws a dagger in the target direction, dealing 200 (+50% Total Magic Power) Magic Damage to the first enemy hit and marking them. Use Again: Gusion moves behind the marked enemy, dealing 200 (+100% Total Magic Power) Magic Damage to them. This skill cannot be interrupted while Gusion is moving behind the marked enemy.
Use: Mark a priority target only when the second cast has a safe landing point. Why: The first dagger opens the route; the recast moves Gusion behind the marked enemy and adds burst damage. Avoid: Do not recast into a tank line or under a turret without an exit.


Gusion throws a volley of daggers in the target direction, each dealing 100 (+40% Total Magic Power) Magic Damage to enemies hit and slowing them by 6% for 2s (when hit by multiple daggers, the slow effect can stack up to 30%). Use Again: Gusion recalls the daggers, each dealing 65 (+40% Total Magic Power) Magic Damage to enemies in its path.
Use: Spread the first volley before closing distance, then recall the daggers after crossing the target. Why: Both paths deal damage, and the stacked slow helps Sword Spike connect. Avoid: Do not recall too early when repositioning can pull more daggers through the target.


Gusion dashes to the target location, resetting the cooldowns of Sword Spike and Shadowblade Slaughter. If Shadowblade Slaughter was cast once before the reset, Gusion can throw another five daggers on his next Shadowblade Slaughter cast, and recall a total of ten daggers afterward. Use Again: Gusion dashes a short distance in the target direction.
Use: Use the first dash to reset both basic skills and the second dash to correct position or leave. Why: The reset creates the ten-dagger burst that defines Gusion's strongest combo. Avoid: Do not spend both dashes forward unless the elimination and escape route are secure.

Upgrade Skill 2 at Level 1 and prioritize upgrading Skill 2 with Skill 1 as backup. Upgrade the Ultimate whenever it is available. The first Shadowblade Slaughter volley is both damage and setup: spread it across the target's likely route so the recall can cross the same target after Gusion changes sides.







In teamfights, Gusion should first use his 2nd Skill for damage, then his Ultimate to reset the cooldown for his 2nd Skill. Follow up with his 2nd and 1st Skill combo for more damage. And use his 2nd Skill again to recall all 10 daggers right after moving behind a target with his 1st Skill for massive damage. He can then finish off any remaining low-HP heroes and escape with his Ultimate.





In the laning phase, Gusion can use his 1st Skill to mark the enemies, then use his 2nd Skill to slow them down. Next, he can use his 1st Skill again to move behind a target enemy and use his 2nd Skill again to deal massive damage. And finally, use his Basic Attacks to finish off the target.
Clear efficiently without wasting the second Shadowblade cast, because the recall can pull daggers through a camp after Gusion moves past it. Contest river only when Sword Spike has a clean mark and nearby lanes can follow. Reaching level four on time matters more than a low-percentage level-two chase.
Attack from fog and choose targets that have already spent their displacement or control. A clean pick should also create a Turtle, turret, buff, or vision advantage. If the target survives the first pass, do not remain in the center waiting for cooldowns; use the second Incandescence dash to reset the angle.
Wait for hard control to be shown before crossing the front line. Gusion can still remove a backliner, but one mistimed Sword Spike recast is much more expensive when death timers are long. Divine Glaive becomes important against Magic Defense, while Winter Crown can buy the moment needed to survive retaliation.
Use Assassin Emblem with Rupture, Seasoned Hunter, and Killing Spree for jungle. Rupture improves early penetration, Seasoned Hunter accelerates jungle objectives, and Killing Spree rewards a successful elimination with recovery and movement. Ice Retribution is the standard jungle spell because the movement swing helps Gusion connect and disengage. Execute is the practical alternative in mid lane when Retribution is not needed.
Build 1 is a jungle burst route with Ice Hunter's Arcane Boots and Winter Crown. Builds 2 and 3 are the same high-power Arcane Boots line with Blood Wings. Build 4 returns to the Lightning Truncheon and Winter Crown sequence. Build 5 brings Glowing Wand and Wishing Lantern into a longer-damage answer for durable teams.
These five current in-game builds were observed on August 12, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Ice Hunter's Arcane Boots | Genius Wand | Lightning Truncheon | Divine Glaive | Holy Crystal | Winter Crown |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Genius Wand | Holy Crystal | Lightning Truncheon | Divine Glaive | Blood Wings |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Genius Wand | Holy Crystal | Lightning Truncheon | Divine Glaive | Blood Wings |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Genius Wand | Lightning Truncheon | Divine Glaive | Holy Crystal | Winter Crown |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Genius Wand | Arcane Boots | Glowing Wand | Divine Glaive | Wishing Lantern | Holy Crystal |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Ice Hunter's Arcane Boots | +40 Movement Speed, +15 Magic Power, and +10 Magic Penetration; the Ice Retribution path adds damage against Creeps and a movement-speed steal against heroes. | Use for jungle games when Ice Retribution helps secure contact and keep a target inside the dagger recall. |
Genius Wand | +75 Magic Power, +5% Movement Speed, and +10 Magic Penetration; repeated magic damage reduces the target's Magic Defense. | Buy early against low-to-medium Magic Defense so multi-hit daggers can quickly amplify later damage. |
Lightning Truncheon | +75 Magic Power, +400 Mana, and +10% Cooldown Reduction; Resonate adds bouncing magic damage after a skill hit. | Add when Mana, cooldowns, and fast multi-target burst all matter during rotations. |
Divine Glaive | +60 Magic Power and +40% Magic Penetration, with Spellbreaker increasing penetration against targets stacking Magic Defense. | Move it forward when frontliners or defensive backliners begin stacking Magic Defense. |
Holy Crystal | +165 Magic Power, while Mystery increases total Magic Power as Gusion levels. | Buy for the largest raw Magic Power spike when survival tools are not the immediate priority. |
Winter Crown | +45 Adaptive Attack, +400 HP, and +5% Cooldown Reduction; Frozen provides two seconds of untargetable protection at the cost of movement and actions. | Take when a timed freeze can absorb retaliation after Gusion commits both halves of his combo. |
Arcane Boots | +40 Movement Speed, +15 Magic Power, and +10 Magic Penetration for earlier rotation and burst pressure. | Choose for non-jungle routes or when direct early Magic Penetration matters more than a Retribution upgrade. |
Blood Wings | +90 Magic Power; Guard supplies a replenishing shield and extra movement while the shield is active. | Use late when a shield and movement speed are more valuable than another active defensive item. |
Glowing Wand | +60 Magic Power, +300 HP, and +5% Movement Speed; Scorch burns high-HP targets and Lifebane reduces healing and shield regeneration. | Choose into durable sustain compositions that are difficult to remove with one clean burst. |
Wishing Lantern | +75 Magic Power, +400 Mana, and +10% Cooldown Reduction; Butterfly Goddess adds extra damage after sustained magic damage reaches its threshold. | Add against high-HP enemies when repeated spell damage can reliably trigger the passive. |
Yve, Vexana, and Pharsa restrict movement from range, making Sword Spike and the returning daggers easier to place. Let their control begin the engagement instead of revealing Gusion first.
Franco and Kaja can stop a committed entry with suppression. Track their Ultimate and approach from an angle that does not place Gusion beside the intended target and the suppressor at once.
Lolita can deny incoming daggers and protect the back line. Hold the first volley until her shield drops, change the attack angle, or force another teammate to draw the defensive cooldown.
Layla and Hanabi are easier to punish when isolated because their escape options are limited. Still check nearby control before taking the Sword Spike recast.
| Stat | Level 1 |
|---|---|
| HP | 2578 |
| HP Regen | 7.8 |
| Mana | 500 |
| Mana Regen | 4 |
| Physical Attack | 119 |
| Physical Defense | 18 |
| Magic Defense | 15 |
| Attack Speed | 1.11 |
| Movement Speed | 260 |
These level-one values exclude equipment, Emblem, skins, and match modifiers.
Direct Shop releases and limited designs follow different return schedules. Check the current in-game skin page before spending because collaboration, Starlight, Magic Wheel, and event availability can change.
| Skin | Availability type |
|---|---|
| Holy Blade | Base appearance |
| Moonlight Sonata | In-game Store |
| Hairstylist | In-game Store |
| Dangerous Liaison | In-game Store |
| V.E.N.O.M. Emperor Scorpion | In-game Store |
| Soul Revelation | In-game Store |
| Cyber Ops | Starlight |
| K' | Limited-time Event |
| Cosmic Gleam | Magic Wheel |
| Night Owl | Limited-time Event |
| Dimension Walker | Limited-time Event |
| Desert Spider | Starlight |
| Minato Namikaze | Limited-time Event |
Gusion grew up in House Paxley, a noble family that valued a rigid form of magic. He rejected its prescribed path and developed a faster fighting style built around light-infused daggers. When family expectations tried to close that path, he proved the strength of his own technique and left to define his future on his own terms.
Take Shadowblade Slaughter at level one and prioritize it, with Sword Spike second and Incandescence whenever available. The double path supplies most of the clear speed and burst.
Use Ice Retribution in jungle because it supports clears, objective control, and target contact. Execute is a lane alternative when another teammate is the jungler.
Recall after moving across or behind the target so the returning path hits again. The best timing is often immediately after Sword Spike places Gusion on the far side.
Preserve the second Incandescence dash whenever possible. Aim the first dash to reset the skills and the second toward a safe wall, ally, or unoccupied lane.
Divine Glaive is the main answer. Bring it forward when enemies begin stacking Magic Defense instead of completing every raw-power slot first.
Gusion rewards geometry and restraint as much as speed. Set the dagger paths, confirm the landing point, save an exit, and turn each successful burst into an objective. The strongest sequence is the one that removes a target and still leaves Gusion alive for the next rotation.
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