S TIERmarksmanMarksman / ADCMediumPatch 1.61
Violet

Violet

Quick-triggered assassin of the Darkness Order.

Win Rate
69.6%
Pick Rate
8.1%
Ban Rate
5%
NerfedPatch 1.61
  • Skill 1 (Tactical Fire) base damage: 275 + 25/Lv → 225 + 25/Lv.
  • Skill 1: Cooldown adjusted, no longer scales with level.
Overview

Strengths & Weaknesses

Strengths

  • +Extreme DPS ramp once Tactical Fire is online
  • +Kite-heavy kit — Kinetic Rounds dash rewards good positioning
  • +Scales hard into 3-item builds

Weaknesses

  • Fragile early — vulnerable pre-Broken Spear
  • Short auto range relative to other marksmen
  • No hard disengage if flanked
Kit

Abilities

ReloadP
PASSIVE

Reload

Basic attacks reduce Tactical Fire's cooldown by 0.5s.

Every basic attack shaves half a second off Violet's Q cooldown. This is the engine of her kit — once items are online, her Q is up almost every second auto, letting her dash constantly to reposition.

Tactical Fire1
SKILL 1

Tactical Fire

Short-range dash + empowered next shot.

Dash a short distance and next basic attack deals bonus damage. The dash doubles as a spacing tool — use it to gap-close on squishies, dodge skill shots, or exit fights after Kinetic Rounds expires.

Fire in the Hole2
SKILL 2

Fire in the Hole

AoE slow grenade — poke + zone.

Throws a grenade that slows enemies in the blast. Use it to poke from safety in the laning phase and to peel for yourself in teamfights. Lands right before you dash in with Q for guaranteed follow-up.

Kinetic RoundsR
ULTIMATE

Kinetic Rounds

Ultimate — rapid-fire stance with bonus range + damage.

Enters a firing stance with increased attack range and damage scaling. This is Violet's teamfight window. Pop it from the back line, then use Q dashes to stay at max range while the crit stacks from Claves Sancti shred frontliners.

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Tactical Fire
1·3·5·7·9······
2Fire in the Hole
·2·4···8·10·12···
RKinetic Rounds
·····6····11···15
Build

Loadout

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

Abyssal Dragon Lane

Glided Greaves1
Glided Greaves
Broken Spear2
Broken Spear
Claves Sancti3
Claves Sancti
Omni Arms4
Omni Arms
Muramasa5
Muramasa
Blade of Eternity6
Blade of Eternity
Alt Build 1

Jungle

Mr. Stabby1
Mr. Stabby
War Boots2
War Boots
Broken Spear3
Broken Spear
Claves Sancti4
Claves Sancti
Omni Arms5
Omni Arms
Muramasa6
Muramasa
Mechanics

Core Combos

01

Standard Trade

Fire in the Hole2
Fire in the Hole
Tactical Fire1
Tactical Fire
AA
Auto
AA
Auto

Poke with Fire in the Hole, dash in with Tactical Fire for the empowered shot, then auto-chain while Reload refunds Q cooldown.

02

Teamfight Opener

Kinetic RoundsR
Kinetic Rounds
Fire in the Hole2
Fire in the Hole
Tactical Fire1
Tactical Fire
AA
Auto

Activate Kinetic Rounds from max range before engaging. Grenade onto the frontline, dash only when you need to reposition — not to engage.

03

Escape

Fire in the Hole2
Fire in the Hole
Tactical Fire1
Tactical Fire
Fl
Flicker

Drop Fire in the Hole on chasers, Q away, Flicker over terrain if still threatened. Never Flicker first — save it for the uncatchable angle.

Strategy

Gameplan

Early Game

Levels 1–6
  • Level 1–4: play safe. Last-hit with autos, poke with Q only if the wave is frozen.
  • Finish Broken Spear before anything else. The armor pen is what lets your early-mid ganks connect.
  • Respect invades — Violet dies in 2 seconds if the enemy jungler shows up pre-boots.

Mid Game

Post Broken Spear
  • Once Claves Sancti is online, you can 1v1 most ADCs — look for drake fights.
  • Group for 4-man dives on mid tower. Your Q dash + W slow gives your team guaranteed follow-up.
  • Track the enemy jungler before pushing — you have no escape if flanked without vision.

Late Game

Teamfight phase
  • You are the primary damage. Stay at max Kinetic Rounds range and let your frontline eat the engage.
  • Q is for repositioning, not engaging. Save it for assassins diving you.
  • If the enemy team has no dive threat, Muramasa into Blade of Eternity — if they do, swap Muramasa for Fenrir's Tooth or Hercules's Madness.

Dragon Lane Path

Violet's standard ADC path. Prioritize farm over early fights — you want Broken Spear by 5 minutes.

  1. 01Level 1: take buff with support, push to first wave together.
  2. 02Level 2–4: last-hit every minion. Don't push unless your jungler is on the opposite side.
  3. 03First back: buy Broken Spear components + two HP potions.
  4. 04Level 5–6: contest first dragon only if your team has vision and numbers advantage.
Matchups

Matchups

Violet gets countered by

  • Valhein
    Valhein
    Out-ranges Violet pre-Kinetic Rounds and silences her dash window.
  • Wukong
    Wukong
    Flank assassin that one-shots Violet before she can dash out.
  • Maloch
    Maloch
    Hard CC on a target with no disengage — your Q won't save you if rooted first.

Violet synergizes with

  • Alice
    Alice
    Shield + heal keeps you alive through the fragile early game while you farm Broken Spear.
  • Thane
    Thane
    Engage ult locks the frontline so you can free-DPS from max Kinetic Rounds range.
  • Krixi
    Krixi
    Mid-lane peel + AoE damage pairing — her knock-up sets up your empowered shot.
Tips

Pro Tips

  • Kinetic Rounds auto range is deceptive — you outrange almost every ADC once it's active.
  • Always keep Q up before committing to a trade. Without the dash you have zero mobility.
  • Flicker over walls is Violet's signature escape — practice the Flicker + Q cancel in custom games.

Violet is the cleanest scaling ADC in the current patch. Play for farm in the first 5 minutes, power spike with Broken Spear into Claves Sancti, and win every late-game teamfight from max range. If you can track the map and save your Q for repositioning, she's a hard-carry pick in Diamond and above.