- •Skill 2 end damage: 300+60/lv+0.4MP → 400+80/lv+0.6MP
- •Ultimate cooldown: 40(-5/lv) seconds → 35(-5/lv) seconds
Krizzix — Patch 1.62 Verdict
[Liquipedia RPL: B] Pro play (RPL 2026): 22 picks, 68.2% WR, 13.1% pick/ban rate. Note: pro meta may differ from ranked.
Krizzix — Support Guide
Krizzix is the most disruptive roam support in the current ROV meta, and the 68.2% win rate this patch reflects a kit that does things no other hero can replicate. At his core he is a stealth-enabler and soft-engage support: he can cloak his entire team with Concealment, strip armor and apply a slowing auto with surgical timing, and anchor enemies to a single point with Gravitational Pull's delayed pull-and-stun. You ghost your carries through vision, they materialize onto a backline, and the fight is over before the enemy can react. That is the specific thing Krizzix does, and it is real.
What makes him genuinely hard to play despite a Medium rating is the discipline around his passive. Sneak Attack demands you stay out of enemy vision for three full seconds before trading. Fire it too early, in sight, and you're stuck with a 10-second cooldown on a mechanic that is central to your threat. His Q, In Plain Sight, is simultaneously his escape, his armor-shred applicator, and his stealth tool. Knowing when to burn it for a play versus saving it for a disengage is the decision that separates average Krizzix players from excellent ones.
He rewards systematic, high-game-sense players who understand objective timing and team positioning. If you run him purely as a follow-up support, his ultimate alone makes him first-pick worthy in any coordinated Diamond-plus lobby.
Strengths
- +Concealment is the only team-wide stealth ability in the game, enabling objective steals, ambush dives, and positional resets that no other support can replicate.
- +The combination of Gravitational Pull's armor buff and In Plain Sight's 25% armor reduction means Krizzix simultaneously tanks for allies and amplifies physical carry damage in the same team fight window.
- +Sneak Attack's AOE slow on the empowered auto gives Krizzix genuine peel threat even without hard CC itemization, punishing dive assassins who land on his carries.
- +His roam pattern is exceptionally safe because Q's stealth-plus-movespeed lets him enter and exit skirmishes without committing to a full engagement, preserving his presence for the next objective cycle.
Weaknesses
- −Gravitational Pull is one of the most readable telegraphed CC abilities in ROV, any enemy with a dash or basic mobile footwork can simply step out of the 2-second ring before the pull fires.
- −Concealment's one-second delay and the cloak-breaks-on-action rule mean a single mistimed auto from any team member collapses the entire play, making the ultimate heavily reliant on team coordination that pub lobbies often cannot provide.
- −Passive management is punishing: playing into vision accidentally and triggering the 10-second Sneak Attack cooldown substantially reduces Krizzix's trade pressure and makes him feel weak in extended skirmishes.
- −Krizzix has no hard point-and-click CC and no heal, meaning against heavy poke compositions he can be zone-controlled effectively and offers his backline no recovery tool between trades.
Abilities
PSneak Attack
When Krizzix leaves enemy sight for 3s, his next auto attack deals bonus Magic Damage 300 (+45% Magic Power) and slows enemies in an area. However, if Krizzix auto attacks while in enemy sight, this ability's cooldown increases to 10s.
1In Plain Sight
Krizzix cloaks for 4s, gaining 40% movement speed. Enemies he passes through take Magic Damage 450 (+60% Magic Power) and have their armor reduced by 25% for 4s. Cloaking is cancelled if Krizzix damages enemies through other means.
2Gravitational Pull
Krizzix creates a magic field around him for 2s, dealing Magic Damage 100 (+15% Magic Power) to nearby enemies every 0.5s. After 2s, the field pulls enemies to the center, dealing Magic Damage 400 (+60% Magic Power) and stunning for 1s. Allied heroes in the field gain 500 (+100% Magic Power) armor on successful hit.
RConcealment
Krizzix grants nearby allied heroes 30% movement speed. After 1s, they cloak for up to 4s. Cloaking is cancelled by attacking or applying crowd control to enemies. While using this ability, Krizzix gains vision of the nearest enemy hero.
How to Use Krizzix's Kit
The three-second out-of-vision window is an absolute hard rule, do not auto-attack until you've confirmed you've been unseen for the full duration, because whiffing it in vision doubles the cooldown to 10 seconds and removes your primary trading tool. Pair the empowered auto with a prior W setup: the slow and wide-area magic damage on Sneak Attack lands much more reliably when the enemy is already rooted in Gravitational Pull's final snap. In the roam role, use river bushes and fog-of-war aggressively between rotations to reset the passive so it's always primed when you arrive at a skirmish.
This ability has three jobs and you must consciously decide which one you're using it for before you cast it: the cloak for repositioning or escaping, the armor-shred for amplifying your carries' damage, or the damage-while-passing-through for poking/wave-clear. The stealth breaks the instant Krizzix deals damage by any means other than Q's own pass-through hit, so if you activate Q then trigger your Sneak Attack passive auto, the cloak drops immediately. The 40% movement speed bonus is substantial enough that Q is also your primary gap-close into melee range for W placement; use it aggressively on the approach so you arrive in stealth and control where the fight starts.
The two-second charge-up before the pull-and-stun is Gravitational Pull's biggest liability, experienced enemies simply walk out of the ring before it fires, so you must either land it on an already-CC'd or slowed target, or use Q's stealth approach to place it without telegraphing your position. The alliance armor buff (500 flat armor for nearby teammates) triggers only if the final damage connects, so always prioritize landing the pull on at least one enemy rather than using W as pure zoning. In tight corridor fights around Dragon or Dark Slayer, the ring's radius punishes any attempt to sidestep, intentionally funnel enemies into choke points with your positioning before casting.
The one-second delay before the team-wide stealth applies is not a bug, it is a timing puzzle you must solve every game: use Concealment when your team is already in motion toward the target, not after they've stopped and been spotted. The secondary mechanic, Krizzix gains vision of the nearest enemy hero at cast, is criminally underused at mid-rank; call out that enemy's exact position in voice or ping immediately, because your team is invisible and can pivot to a different target instantly. Cloak breaks on any attack or CC application, so brief your carries before the fight: walk into position silently, THEN burst.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1In Plain Sight | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Gravitational Pull | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RConcealment | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard Engage
Approach under Q stealth, drop W on top of the target, let the ring tick for both the armor buff and slow, then exit stealth range to trigger the Sneak Attack proc the moment the 2-second pull fires, the AOE slow keeps enemies inside the stun for the full burst window.
Full Team Ambush
Use Concealment to move the entire team into position, then individually weave Q for personal stealth repositioning and drop W at the center of the enemy backline just as the cloaks expire, the staggered reveal forces the enemy to fight without being able to cleanly target the cloaked allies.
Flicker Engage
Drop W on yourself in plain sight of distracted enemies, immediately Flicker through a wall or over a ledge so the ring's center snaps to your new position, catching enemies who were dodging the original ring location, the Sneak Attack slow then covers the stun landing.
Anti-Dive Peel
When an assassin dives your carry, lead with the pre-charged Sneak Attack auto to instantly slow them, immediately layer W to force them into a stay-or-flee decision, then use Q's stealth to reposition between the carry and the diver, deny the escape with W's pull if they try to back off.
Gameplan
Krizzix's first power spike arrives the moment Ring of Terror completes. The item synergizes with his magic damage passive and gives him enough bulk to roam aggressively. His absolute peak window is levels 4-8 with Ring of Terror and Gilded Greaves finished: Concealment is online, W's armor buff stacks with Aegis builds, and the enemy team lacks the vision control to play around his cloaking. In the late game he scales into a frontline peel-and-utility unit rather than a fight-initiator. Once carries have items, your job shifts from enabling ambushes to keeping the team alive through Gravitational Pull's armor shield and zoning with W. Force fights at Dragon and Dark Slayer during his mid-game peak. Play slower in the pre-6 laning phase.
Early Game
Levels 1–6- →Start in the bottom lane bush and look for a level-2 invade on the enemy jungler's second camp — Q stealth plus a pre-charged passive auto can burn Flash on a solo jungler before the first Dragon spawns.
- →Roam to mid at every opportunity between wave clears: the armor strip from Q's pass-through meaningfully helps your mid laner trade even if you don't commit to a full kill attempt.
- →Ward the river tribush and enemy jungle entrances yourself — Krizzix's Q stealth makes him the safest warding support in the game, and establishing deep vision early directly empowers Concealment's ambush potential.
Mid Game
Post Broken Spear- →Stack presence around Dragon: use Concealment to approach from the side river bush and convert Dragon fights into 5v4 situations by cloaking your team before the enemy can establish a defensive formation.
- →Rotate to gank any lane where the enemy laner has overextended past the river — Q into W is a guaranteed kill threat and forces defensive recalls that create tower pressure windows for your team.
- →Begin building The Aegis immediately after Gilded Greaves so that your W's armor grant starts scaling meaningfully for your entire team in mid-game skirmishes.
Late Game
Teamfight phase- →Play as the last-second Concealment initiator at Dark Slayer: wait until your team is stacked and the enemy has vision on you, then R to cloak everyone and let the carries walk into the enemy backline unseen.
- →Use Gaia's Standard's regeneration to sustain through extended sieges — your role is now purely W peel, passive slows, and keeping your frontline alive rather than proactive roaming.
- →If the game goes to base-siege, Q through the enemy formation to strip armor on their frontliners and immediately W to anchor their backstepping carries — you are the reason siege fights extend into winnable positions.
Matchups
Don't first-pick Krizzix into lobbies that contain Lumburr, Arum, or Grakk. All three deny him the passive reset and hard-counter the timing window his ult depends on. If any of those three are locked in, decide whether your team has enough independent engage to not require Concealment as the primary fight-opener. Conversely, Krizzix is a dominant first-pick when your team includes a high-burst carry like Violet or Butterfly who is otherwise pick-bait in open-map situations. In the bad matchups, play him reactively: use W for peel rather than engage, save Q for escaping rather than approaching, and let your team initiate before you provide Concealment as a repositioning reset mid-fight rather than the opening move.
Krizzix gets countered by
AleisterHis terrain creation and point-and-click CC activates faster than Gravitational Pull's 2-second charge, consistently disrupting Krizzix's setup before the pull fires and removing him from position before Concealment can be cast.
LumburrLumburr's ground-slam CC is instant and AOE, meaning he can break team-wide Concealment in a single cast the moment Krizzix's allies materialize, collapsing the ambush play that Krizzix's entire game plan is built around.
ArumArum's hook provides reliable pick potential onto Krizzix himself before he can enter Q stealth, and her lockdown prevents him from safely resetting the passive 3-second out-of-vision timer during skirmishes.
GrakkGrakk's chain pull yanks Krizzix out of Q stealth range instantly and exposes him to follow-up burst before he can deliver W's armor buff to teammates, making Krizzix a liability instead of a setup piece.
Krizzix synergizes with
ButterflyButterfly's single-target burst is perfectly framed by Concealment, she walks invisibly to the enemy carry, breaks cloak with her own stealth entry, and deletes before the enemy team can respond to either threat.
MuradMurad's ultimate already removes him from the battlefield; pairing him with Concealment means the rest of the team also disappears simultaneously, creating a split-second where the enemy has zero valid targets and Murad reappears into a chaos state.
VioletViolet's high physical DPS is dramatically amplified by In Plain Sight's 25% armor shred, Krizzix strips the armor, Violet walks out of Concealment and unloads, and the burst window requires no coordination beyond basic positioning.
NakrothNakroth benefits from the Concealment movement speed buff to close the gap silently, and his AOE flip CC combos cleanly with Gravitational Pull to create stacked CC chains that kill grouped enemies before they can scatter.
Pro Tips
- →You can delay the passive Sneak Attack proc intentionally, enter Q stealth near a bush, exit the bush without casting Q's pass-through, let the 3-second out-of-vision timer complete, then walk onto the enemy and auto for maximum burst without breaking Q stealth.
- →The vision granted by Concealment (Krizzix sees the nearest enemy hero) is a free Oracle-level reveal, ping that hero's position immediately on cast because your invisible team can redirect onto that target before the enemy realizes they've been spotted.
- →Flicker's interaction with W is not just a gap-close trick: in objective fights you can Flicker over the Dragon/Slayer pit wall with W active so the ring's pull yanks low-health enemies attempting to steal, dragging them over the wall directly into your team.
- →In Plain Sight's armor reduction stacks multiplicatively with physical carry itemization, coordinate with your marksman to hold their burst for the 4-second shred window rather than front-loading damage before Q's pass-through lands.
Krizzix is the best roam support in the current Thai-server meta for players who can manage vision discipline and team communication. His kit combination cannot be replicated by any other hero on the roster, and his S-tier status is earned. He rewards systematic, patient play over flashy mechanics: the player who understands when NOT to cast Concealment will outperform the player who uses it on cooldown every game. Main him if you are a high-game-sense support player who wants to dictate the tempo of every objective fight in Diamond and above. The single most important thing to master is the passive reset. Control your vision exposure, and everything else in his kit falls into place.
Krizzix — Frequently Asked Questions
Is Krizzix good in the current ROV patch?+
Krizzix is firmly S-tier this patch with a 68.2% win rate and 5.4% ban rate in Thai-server Diamond-plus ranked play. He is consistently winning games and being respected enough to ban in coordinated lobbies. His strength comes from the team-wide Concealment ultimate, which has no direct equivalent in the current hero pool and creates objective-fight scenarios the enemy simply cannot plan around. If he is available in your draft, picking or banning him is rarely wrong.
What is the best build for Krizzix?+
The current meta build is Ring of Terror into Gilded Greaves, then The Aegis, Gaia's Standard, Mail of Pain, and Blade of Eternity. It prioritizes magic pen on Ring of Terror to make his passive and Q deal meaningful damage, then stacks defensive items that benefit from Gravitational Pull's on-hit armor grant. Blade of Eternity in the sixth slot gives him a pseudo-revive that keeps him alive long enough to deliver a second Concealment in extended team fights, which is often the game-deciding play.
How do you counter Krizzix?+
The most reliable way to counter Krizzix is AOE CC that activates faster than his W's 2-second delay and breaks team stealth on cast. Lumburr and Arum are the two hardest counters in the current roster for exactly this reason. At the macro level, deny him out-of-vision resets by maintaining constant vision control with wards on river bushes and jungle entrances, which forces him to extend the 3-second passive window in dangerous positions. Never group tightly during objective fights if the enemy has Krizzix. The Concealment dive into W pull is a pure envelopment play that punishes clustered teams.
Is Krizzix hard to play / good for beginners?+
We rate Krizzix as Medium difficulty, but that rating specifically reflects passive management discipline. The 10-second cooldown penalty for triggering Sneak Attack in vision is a harsh punishment that beginners will repeatedly trigger without understanding why they feel weak. For players already comfortable with roam-support timing and vision control, the mechanical ceiling is not intimidating. The complexity is mental, not mechanical. We would not recommend him as a first roam hero, but any player with 20-plus ranked games on a CC support will find the transition to Krizzix straightforward.
