A TIERassassinJungleHardPatch 1.61
Enzo

Enzo

Chain, hook, execute. No escape.

Win Rate
42.5%
Pick Rate
14%
Ban Rate
14.2%
Overview

Strengths & Weaknesses

Strengths

  • +Unmatched single-target burst with Judgment + Decapitate combo; locked enemies have no counterplay
  • +Passive Crusade scales damage based on distance, rewarding skilled positioning and enabling both close and medium-range engages
  • +High mobility and chase potential through movement speed bonuses on Amputate and Judgment, allowing aggressive pursuit and cleanup

Weaknesses

  • Completely reliant on landing Judgment hook; missed engages leave Enzo defenseless with long cooldowns and no escape
  • Falls off significantly if enemies build defensive items early; 42.5% win rate reflects difficulty translating early advantage
  • No AoE damage or teamfight presence; excels only at isolating and eliminating single targets, vulnerable in grouped fights
Kit

Abilities

CrusadeP
PASSIVE

Crusade

โซของ Enzo จะสร้างความเสียหายกายภาพ 100% AD เกศัตรูที่อยู่ใกล้ ส่วนศัตรูที่ไกลออกไปจะโดนแรงขึ้น 35% และทําให้ Enz0 วิ่งเร็วพื้นชั่วขณะ (เอฟเฟกต์นี้จะเพิ่มขึ้นตาม LV สกิล Amputate)

Amputate1
SKILL 1

Amputate

Enzo พุ่งไปยังทิศที่กําหนด และพลังโจมตีเพิ่มขึ้น 2วิ จากนั้นศัตรูที่ถูกโจมตีด้วยปลายตะขอจะวิ่งช้าลง 10% ส่วน Enzo จะวิ่งเร็วขึ้น 10% (หากใช้สกิลนี้ระหว่างที่มีศัตรูถูกโซเกี่ยวไว้ด้วยสกิล Judgment จะทําให้ศัตรูดังกล่าวถูกดึงเข้าหาระยะสั้นๆ)

Judgment2
SKILL 2

Judgment

Enzo ปาโซออกไป (กดค้างเพิ่มระยะได้สูงสุด 4วิ) สร้าง ความเสียหายกายภาพ 300 (+140% Bonus AD) โดยศัตรูแรกที่โดนจะถูกตะขอเกี่ยวไว (กดสกิลซ้ําเขาจะทุมศัตรูไปด้านหลัง) ขณะควงโซ เบาจะวิ่งเร็วขึ้น 30% และหากยกเลิกการใช้ จะคูลดาวน์เพียง 50% เมื่อสู้กับศัตรูที่ถูกเกี่ยวไว้ Enzo จะโจมตีแรงขึ้น 10% และถูกโจมตีเบาลง 10% และหากศัตรูดังกล่าวตายขณะถูกเกี่ยว คูลดาวน์สกิลนี้จะลดลง 80%

DecapitateR
ULTIMATE

Decapitate

Enzo พุ่งไปด้านหลังศัตรูที่ถูกตะขอเกี่ยวไง สร้างความเสียหายกายภาพ 350 | (+200% Bonus AD) แก่ศัตรูทั้งหมดที่พุ่งผ่าน และเขาจะโดนโจมตีเบาลง 50% ขณะพุง (สามารถใช้สกิลนี้ไดเมื่อมีศัตรูถูกตะขอเกียวไว้เท่านั้น)

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Amputate
1·3·5·7·9···13··
2Judgment
·2·4···8·10·12·14·
RDecapitate
·····6····11···15
Build

Loadout

Punish
Summoner Spell
Punish
Core Runes
RageRage
SpiritSpirit
Dragon's ClawDragon's Claw
Recommended

แนะนำโดย Pro Player

Soulreaver1
Soulreaver
War Boots2
War Boots
Omni Arms3
Omni Arms
Broken Spear4
Broken Spear
Claves Sancti5
Claves Sancti
Blade of Eternity6
Blade of Eternity
Mechanics

Core Combos

01

Full Chain Execute

Judgment2
Judgment
Judgment2
Judgment
DecapitateR
Decapitate
AA
Auto

Judgment to hook, hold for maximum range, recast to pull enemy closer, immediately Decapitate through them for massive damage. Use when enemy is isolated and you're confident in the hook landing.

02

Chase Amputate

Amputate1
Amputate
AA
Auto
Amputate1
Amputate

Use Amputate to dash and gain passive damage + speed, auto-attack hooked enemy, recast Amputate to extend chase. Ideal for finishing fleeing low-health targets.

03

Judgment Cancel Setup

Judgment2
Judgment
Fl
Flicker
DecapitateR
Decapitate

Hook with Judgment but use Flicker mid-chain to reposition behind enemy before Decapitate, bypassing their kite attempts and guaranteeing execution damage.

Strategy

Gameplan

Early Game

Levels 1–6
  • Roam and invade enemy jungle after securing lane; your hook range advantage enables picks on isolated enemies before teamfights form
  • Avoid grouping early; instead use Amputate to poke and kite, building passive stacks on distance. Force enemies into awkward positions rather than committing full combos

Mid Game

Post Broken Spear
  • Look for picks on squishy supports or rotators separated from their team; Judgment guarantees a kill on hooked targets with Decapitate follow-up
  • Play around vision control and flank routes; your value comes from catching enemies unaware, not frontline presence. Respect grouped enemies and play for isolated picks

Late Game

Teamfight phase
  • Position in fog of war or side lanes to threaten carries with Judgment range. Force enemies to group defensively and restrict their positioning
  • Avoid committing if enemies have reliable CC or defensive itemization; instead peel for your team and capitalize on any isolated positioning mistakes
Matchups

Matchups

Enzo gets countered by

  • Ormarr
    Ormarr
    Tanky frontline with reliable CC and defensive itemization hard-counters Enzo's single-target burst and isolate playstyle
  • Arum
    Arum
    Protective bubble and CC chain prevent hook commitments and punish overextension heavily
  • Baldum
    Baldum
    Guardian Angel negates Decapitate burst windows while providing team sustain; immunity to Judgment chains on hooked allies

Enzo synergizes with

  • Moren
    Moren
    Moren's damage amplification stacks multiplicatively with Enzo's burst rotation; hook into Decapitate executes with amplified AD scaling
  • Mganga
    Mganga
    Shared isolated-target assassination playstyle; Mganga sets up picks with CC, allowing Enzo to chain into guaranteed kills without counterplay
  • Rouie
    Rouie
    Speed buff enables Enzo's mobility chains and positions him perfectly for hook engagement angles while providing defensive utility
Tips

Pro Tips

  • Max Judgment range by holding W for full duration before committing; many players underestimate the hook distance advantage and waste the skill
  • Use Decapitate's 50% damage reduction during dash offensively—charge through multiple enemies to drain burst rather than waiting for isolated targets, especially if your team follows up
  • In teamfights, bait enemy cooldowns by threading your chain near grouped enemies without committing Judgment; forces defensive plays and creates picks when they scatter for safety

Enzo is a high-risk, high-reward pick for players confident in execution and positioning. With a 42.5% win rate, he struggles against grouped defenses and defensive itemization, making him best into squishy, disorganized teams. Pick him into compositions lacking reliable peel and mobility when confident in securing isolated kills during mid-game roams.