Strengths & Weaknesses
Strengths
- +Dual damage scaling (physical + magic) from Howling Sword makes him flexible with itemization and hard to itemize against
- +Death at Sunset true damage ult scales with enemy HP, making him exceptionally strong against tanky comps and late-game teamfights
- +Moonflash stun chain (2 charges) provides reliable cc for initiations and peeling, enabling playmaking potential
Weaknesses
- −Passive power stacking requires auto-attack rhythm; easily disrupted by ranged poke and forced disengages early game
- −High ult cooldown windows make him vulnerable if Death at Sunset whiffs or lands suboptimally on low-value targets
- −Moderate mobility means he can be kited by cc-heavy teams; lacks reliable gap closure without Moonflash
Abilities
PHowling Sword
Allain accumulates power from auto attacks, up to 4 stacks. Each auto attack deals both physical and magic damage (2 instances total) and grants 1 stack. The final attack deals true damage. With each attack, Allain takes reduced damage and gains 1 second of armor penetration. At the 8th attack, restore 8% of lost HP. At 16 attacks, restore 2x the amount.
1Meteor Strike
4-stage ability based on power stacks from auto attacks. Stage 1: Thrust sword in chosen direction, deal magic damage and knockup target. Stage 2: Attack 3 times, deal physical and magic damage and knockup. Stage 3: Attack 5 times, deal physical and magic damage and knockup. Stage 4: Attack 9 times, deal all damage types and knockup target. Allain is CC-immune during this ability and can choose direction for the final strike.
2Moonflash
Dash in chosen direction, deal physical damage and stun the first target hit for 1 second. This ability can be used twice.
RDeath at Sunset
Lock onto target and disappear for 1.5 seconds, then reappear and slash around you, dealing true damage based on target's current HP, increased by 25% per target hit (max 50%). If used on enemies: slow them and grant Allain a shield. If used on allies: grant them movement speed and a shield. If used on butterfly (NPC): grant ally benefits but also grant CC immunity.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Meteor Strike | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Moonflash | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RDeath at Sunset | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Jungle
1
2
3
4
5
6Core Combos
Full Stack Burst
Max out Howling Sword stacks with autos, then unleash Meteor Strike at 4 stacks for true damage conversion, follow with Moonflash for guaranteed cc
Ult Execute Chain
Lock target with Death at Sunset, chain Moonflash stun on exit to prevent escape, reposition with autos before next q for extended damage
Kite & Stack
Use Moonflash's 2-charge mechanic to kite backwards while maintaining stack generation; resets engagement tempo
Gameplan
Early Game
Levels 1–6- →Farm safely in lane with short autos to build Howling Sword stacks; avoid extended trades without full power
- →Use Moonflash for poke/reset rather than all-in; prioritize cs over forced fights before level 4
- →Ward against jungle ganks—your lack of mobility makes you vulnerable to cc chains
Mid Game
Post Broken Spear- →Group for objectives with ult ready; Death at Sunset becomes primary damage tool against grouped enemies
- →Stack before major fights; use Moonflash to control enemy positioning and create picks on squishy backline
- →Itemize based on enemy comp: if building vs burst, prioritize defense; vs tanks, rush true damage scaling items
Late Game
Teamfight phase- →Position as secondary initiator behind tankline; ult should target highest-HP enemy for maximum true damage output
- →Use Moonflash stun chains to lock priority targets while your team follows up; peel for carries if needed
- →Leverage ult cooldown management—if Death at Sunset on cooldown, maintain auto-attack rhythm for sustained damage through Howling Sword
Matchups
Allain gets countered by
- KilgrothRanged poke denies Allain safe stacking; cc-heavy kit prevents engagement windows
LindisSuperior mobility and sustained ranged damage kite Allain effortlessly; Moonflash can't close the gap reliably
GrakkHook chains lock Allain down before he builds stacks; short cc windows reset his passive progress
Allain synergizes with
CaphenyAllain's Moonflash stuns enable guaranteed Capheny all-in combos; dual physical damage scaling gives consistent pressure
RazAllain's cc setup chains into Raz's engage potential; both benefit from mid-game grouping and frontline control
ThaneSynergistic tankline initiation; Allain's true damage complements Thane's cc lock, allowing clean follow-up wipes
Pro Tips
- →Meter management: Track your 4-stack passive visually; don't waste q at low stacks. The damage multiplier at max stacks is exponential—patience pays off
- →Ult timing vs cc-heavy teams: Use Death at Sunset's 1.5s invisibility to bait hard cc before teamfights (ulti baits cc, then your team engages)
- →Moonflash double charge is a reset tool, not just cc—use 1 charge for poke, save 1 for escape/engage plays in pivotal moments
Allain is a high-value pick into tanky/hp-stacking meta comps where his true damage scaling shines. His A-tier status reflects his dual-scaling flexibility and ult power against grouped enemies, though his reliance on auto-attack pacing makes him vulnerable to poke and cc chains. Best played in coordinated ranked where teammates can capitalize on Moonflash cc setup.
