- •Passive enhanced normal attack damage: 170+15/Lv+1.0AD → 220+16/Lv+1.0AD
Slimz — Patch 1.62 Verdict
[Liquipedia RPL: C] Pro play (RPL 2026): 7 picks, 71.4% WR, 2.4% pick/ban rate. Note: pro meta may differ from ranked.
Slimz — Marksman Guide
Slimz is not a stand-in-the-back, auto-attack marksman. He is a proactive, skirmishing ADC who punishes isolated targets, snowballs off jungle camps, and gets more oppressive the longer the enemy team sits at high HP. You are a goblin with a spear who pierces through multiple enemies on every third auto, chucks a stunning javelin across the map, and drinks a feral potion that turns your opponent's own health bar into bonus attack damage against them. That scaling on Savage Potion (R) is why he is so punishing into tankier comps: the beefier they build, the harder he hits.
He sits comfortably at A tier this patch on a 71.4% win rate, which is elite for a marksman who sees almost no ban pressure. That zero ban rate is a gift: you get him almost every game you want him. His 2.5% pick rate means he is under-the-radar enough that even Diamond-and-above lobbies aren't fully prepared to play around him.
The Punish summoner spell is non-negotiable; his Q (Flying Spear) bonus true damage on jungle monsters makes him one of the fastest dragon-lane farmers when the river dragon or nearby camps are up. Mechanically he rewards players who can land max-range Q stuns and animation-cancel into the Pierce passive rhythm, but he is not so complex that he needs hundreds of games to feel effective.
Strengths
- +Flying Spear's distance-scaled stun gives Slimz one of the longest hard-CC durations of any marksman, enabling him to lock down opponents without relying on his support.
- +Savage Potion's attack-damage bonus scales off enemy maximum HP, making Slimz uniquely effective against tank-heavy compositions that other ADCs struggle to damage.
- +Pierce's piercing third auto passively rewards good positioning in teamfights, turning crowd control situations where enemies are stacked into significant burst damage without requiring extra button presses.
- +Leap of Vitality provides genuine self-peel against dive threats, giving Slimz better survivability than most marksmen who are locked into a static positioning game.
Weaknesses
- −Slimz has no reliable way to deal with sustained slows or roots before he can reach jump range, making heavy-CC chain compositions extremely difficult to play into.
- −His damage output requires building stacks on the Pierce passive, meaning burst assassins who one-shot before he reaches his third auto completely bypass his main DPS mechanism.
- −Flying Spear is a straight-line skillshot with a telegraph that experienced players at Diamond and above can sidestep, and whiffing it leaves him without his primary CC for a punishing window.
- −Without Punish and active jungle camp interaction, his objective control and farming speed fall noticeably below other meta ADCs like Laville or Capheny who have more self-contained power.
Abilities
PPierce
Every 3rd auto attack pierces through the target and deals 1.3x additional damage from the auto attack.
1Flying Spear
Throw a spear in the chosen direction, dealing damage and Stunning the target. Stun duration increases with distance. Deals true damage bonus against creeps.
2Leap of Vitality
Leap to the chosen location and temporarily increase your attack power.
RSavage Potion
Gain an attack power boost based on the target's maximum health and increase movement speed for 8 seconds. If you get a kill or assist, extend this effect by 3 seconds.
How to Use Slimz's Kit
Every third auto attack fires through the primary target and hits anything lined up behind it for 1.3× your physical attack, this is your primary DPS tool in extended trades and teamfights, not just a passive bonus you ignore. In lane, position yourself so minions are stacked behind the enemy laner to stack the passive counter quickly on them without burning mana. The most common mistake is dashing into melee range with W before your Pierce stack is primed; the correct habit is to prep the third-hit off a minion, then dash in so your first auto on the enemy is already the amplified piercing shot.
Range matters enormously here, a max-range Flying Spear stun lasts significantly longer than a point-blank one, so discipline yourself to throw it from as far as possible rather than as a panic button when enemies are already on top of you. Against jungle camps (including river objectives), the bonus true damage makes clearing noticeably faster, which is why rotating to the dragon or spirit right after lane pressure is so powerful with Punish backed up by Q. The most costly mistake at Diamond is using Q reactively for escape, burning the cooldown and leaving you with no engage or stun for the next 8, 10 seconds.
This is simultaneously your gap-closer, your escape tool, and your attack-damage steroid, it does all three jobs simultaneously, so deciding which role it plays in any given moment is the real skill expression. Offensively, use it to close onto a low-HP target after landing a Q stun, letting your now-active attack buff and the pre-stacked Pierce passive fire together for a devastating burst window. Defensively, save it reactively against dive assassins like Murad or Nakroth; dashing through a wall or over terrain is often more valuable than the attack buff it grants.
Activate Savage Potion before you commit to any fight, not mid-trade, the 8-second window and the attack damage scaling off enemy max HP mean the buff needs to be running while you are actually landing autos, not after you've already spent your combo. The kill/assist extension of 3 extra seconds is a genuine teamfight-chaining mechanic: in a multi-kill situation the buff can effectively run indefinitely, turning Slimz into a persistent threat rather than a one-rotation marksman. Against double-tank or warrior-frontline compositions, R should be your trigger to push for extended fights; against squishy comps, the HP-scaling matters less and you can treat it more casually.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Flying Spear | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Leap of Vitality | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RSavage Potion | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Max-Range Engage
Activate R before throwing Q from maximum range to ensure the stun duration is long enough to close the gap with W and land your pre-stacked Pierce auto, the full sequence from bush at max range is nearly unreactable at Diamond.
Pierce-Trade in Lane
Use this in early laning to proc Pierce on the enemy laner through their own minion wave, then immediately follow with Q to deny their ability to retaliate during the stun window.
Kill Secure / Chase
Pop R first for the movement speed, throw Q to stun the fleeing target, then W to close, the attack buff from W combined with an active R means even a partial Pierce proc finishes most squishy targets under 30% HP.
Anti-Dive Reversal
When an assassin dives you, W away immediately to reset the engagement distance, then turn and throw Q at max range behind you to stun them mid-pursuit and trade back on your terms.
Gameplan
Slimz's first real spike is Firestorm Bow: the attack speed and on-hit damage sync with Pierce's third-hit cadence well enough that trades turn decisive. He plateaus slightly before his second item (Claves Sancti), so avoid forcing fights in that gap. Savage Potion at level 4 changes his lane kill potential dramatically; if you hit level 4 first, look to Q from max range immediately. His true peak is a four-item Claves Sancti plus Slikk's Sting core, where the Pierce hits, the HP-scaling R, and the crit all sync into one of the highest sustained damage outputs in the dragon lane.
Early Game
Levels 1–6- →Use Flying Spear's true damage bonus on the river dragon with Punish backing it up to contest or steal the first drake — this is a core Slimz move that most opponents don't anticipate from a dragon-lane ADC.
- →In the laning phase, stack your Pierce passive on minions rather than face-tanking poke, then look for a level 4 all-in the moment Savage Potion comes online.
- →Maintain max auto-attack range and avoid walking into the enemy's CC; your Q stun is what creates kill opportunities, not your dash — save W for repositioning, not initiating.
Mid Game
Post Broken Spear- →Rotate to assist in dragon or dark slayer objectives; your Q stun on an out-of-position enemy near the objective pit is a free kill that converts directly into an objective take.
- →With Claves Sancti in your inventory, look for picks on isolated squishy targets — max-range Q into W dash into Pierce proc is a one-rotation kill on any carry without defensive items.
- →Avoid grouping for 5v5 brawls in the mid lane until your team has a clear engage tool; Slimz is a follow-up damage dealer, not a primary initiator, and misusing him as a frontliner here wastes his kit.
Late Game
Teamfight phase- →In full-team late-game fights, stand behind your frontline and look for Pierce to punch through grouped enemies — angle your position so the third auto travels through at least two targets.
- →Pop Savage Potion the moment the enemy tank or warrior walks into your auto range; do not save it for the backline squishies when the HP-scaling makes the frontline the more efficient target.
- →With a kill or assist extending R's duration, pivot immediately to the nearest objective — Dragon, Dark Slayer, or a tower — rather than chasing the next kill.
Matchups
Slimz's zero ban rate is his biggest advantage: draft him after the enemy locks a tank-heavy frontline and you get a genuinely underestimated hero. First-pick him confidently when you have Lumburr or Grakk secured in support; the CC-chain makes his laning oppressive from level 4. In bad matchups, specifically Butterfly, Murad, Nakroth, or Quillen, the plan is not to out-duel them but to ban one (Butterfly is the priority) and play around them with your team. Against dive assassins, tell your support before the game that you need priority peel; Slimz into an unpeeled Nakroth is a feeding machine, but Slimz with a Baldum next to him is nearly unkillable in extended fights.
Slimz gets countered by
MuradMurad can blink directly onto Slimz mid-combo from stealth, activating before Slimz has his W available to escape, and the true damage in his ultimate ignores Slimz's squishiness entirely.
ButterflyButterfly's evasion passive causes a percentage of Slimz's auto attacks, including the critical Pierce third hit, to miss entirely, and her burst combo removes Slimz before he can build the passive stack.
NakrothNakroth's hyper-mobile engage with multiple dashes makes it nearly impossible for Slimz to maintain the distance required for a max-range Q stun, leaving him with only point-blank, short-duration CC.
QuillenQuillen's stealth and burst delete Slimz before a single Pierce stack can complete, and his mark mechanic punishes Slimz's tendency to commit to a dash with W.
Slimz synergizes with
LumburrLumburr's hard knock-up stacks directly with Flying Spear's stun for a devastating CC chain that gives Slimz the full window he needs to complete a Pierce-buffed trade from safety.
GrakkGrakk's hook pulls enemies into a predictable position that trivialises landing max-range Flying Spear, maximizing the stun duration and letting Slimz commit the dash safely.
BaldumBaldum's ultimate tosses enemies directly into Slimz's team, letting Slimz line up Pierce to pierce through the entire clumped group while Savage Potion is active.
AnnetteAnnette's wind-wall and hard peel give Slimz the breathing room to kite, and her tornado CC chains cleanly with Flying Spear for cross-lane pick setups on the dragon side.
Pro Tips
- →Track your Pierce passive counter out loud or in your head during laning, arriving at a trade with two stacks built on minions rather than zero stacks is the single biggest damage difference between average and strong Slimz players.
- →Flying Spear's true damage on jungle monsters is not just an early-game tool, at mid and late game, using it on the dragon or dark slayer during a steal attempt with Punish deals a meaningful chunk of true damage that other teams don't expect from a marksman.
- →The movement speed component of Savage Potion is frequently overlooked: popping R before an objective fight lets you position for the Pierce angle before autos even begin, not just for the attack damage buff.
- →When the enemy uses a gap-closer to reach you, delay your W by half a second rather than panic-dashing immediately, letting them land in your personal space and then dashing through them reverses the engagement geometry and sets up a behind-them Flying Spear that is much harder to dodge.
Slimz is the pick for marksman players who want a genuine strategic edge in the current meta. His A-tier win rate is not an accident, and his zero ban rate means you get that edge for free. He rewards players who respect the Pierce passive rhythm, land disciplined max-range Flying Spears, and activate Savage Potion proactively rather than reactively. If you master one thing, make it the habit of prepping your third Pierce stack on a minion before committing to any trade; that single discipline separates good Slimz from great Slimz. Bring him into tank-heavy enemy drafts, pair him with a CC-heavy support, and let the enemy's own health bar be the weapon.
Slimz — Frequently Asked Questions
Is Slimz good in the current ROV patch?+
Yes. Slimz is firmly A-tier on the Thai server this patch, backed by a 71.4% win rate in Diamond-and-above ranked play. His 0% ban rate means you get him virtually every game, making him one of the most consistently accessible high-win-rate ADCs in the current pool. If you are climbing and comfortable with skillshot-based marksmen, he is an excellent investment right now.
What is the best build for Slimz?+
Start Firestorm Bow for the attack speed and on-hit synergy with Pierce, then path into War Boots and Claves Sancti as your core crit foundation. The full recommended build, Firestorm Bow, War Boots, Claves Sancti, Slikk's Sting, Bow of Slaughter, Muramasa, balances crit, attack speed, armor penetration, and the HP-scaling power of Savage Potion. Always carry Punish; Flying Spear's true damage on jungle monsters makes it far better than any other summoner spell.
How do you counter Slimz?+
The most reliable counter is to ban Butterfly or pick a dive-heavy assassin like Murad or Nakroth who can reach him before he builds Pierce stacks and before W is available for escape. In lane, sidestep Flying Spear at every chance; a whiffed Q leaves him with no CC for a long cooldown and is the safest moment to all-in him. Building a Spear of Longinus or Frost Cape on a bruiser to cut his attack speed and crit effectiveness also limits his late-game output significantly.
Is Slimz hard to play / good for beginners?+
Medium. He is accessible enough that a beginner can get value from Savage Potion and the dash, but truly excelling needs internalizing the Pierce passive rhythm and landing Flying Spear at max range consistently, which takes deliberate practice. Not recommended as a first marksman, but after 15-20 games on a simpler ADC he is an excellent next step. Players who already understand positioning and kiting feel comfortable within a handful of games.