Strengths & Weaknesses
Strengths
- +Exceptional sustained damage through Dread Judge passive (4th auto knockup) enabling extended trades and combo chains
- +High mobility and safety with dual dash tools (Skill 1 recast, Skill 2 backflip) allowing aggressive repositioning without commitment
- +CC immunity during Executioner's Blade ultimate creates reliable kill windows against kited matchups and enables tower dives
Weaknesses
- −Heavily reliant on ability rotation timings; missed Skill 1 recast or Skill 2 windows leaves extended gaps in damage
- −Vulnerable to hard CC before ultimate channel since no inherent defensiveness until invulnerability phase activates
- −Falls off if itemization lags or fights occur near enemy towers where CC immunity cannot be leveraged
Abilities
PDread Judge
Every 4th auto attack lifts the target airborne. Additionally, when a skill hits a target, Nakroth's attack speed increases by 50%.
1Jury Fury
Nakroth dashes forward and lifts the target airborne, dealing physical damage. This skill can be recast within 5 seconds of initial use.
2Dominating
Nakroth backflips and converts his auto attacks within 3 seconds into sweeping attacks, dealing physical damage.
RExecutioner's Blade
Nakroth savagely slashes enemies in range, dealing physical damage with each hit and becoming immune to crowd control during the skill. The final attack lifts enemies airborne.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Jury Fury | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Dominating | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RExecutioner's Blade | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
All-In Burst
Initiate with Skill 1 to gap close and knockup, land guaranteed autos to proc passive, transition immediately into Executioner's Blade for untargetable damage. Use when target is isolated or teammate nearby.
Kite-Breaker
Backflip to dodge incoming CC, sweep auto-attacks to trigger passive knockup, recast Skill 1 to chase, then ult for guaranteed cleanup. Optimal against ranged heroes or when enemies are separated.
Passive Stack Reset
Build passive stacks safely with early autos, use Skill 1 to trigger 4th-hit knockup mid-trade, extend combo without abilities. Enables sustained dueling in sidelanes.
Gameplan
Early Game
Levels 1–6- →Farm efficiently under tower and respect jungle threats; Nakroth lacks early teamfight scaling compared to meta warriors
- →Trade with Skill 1 → auto resets only when cooldown allows escape (Skill 2 available), avoiding overextend into ganks
- →Stack passive knockup during favorable skirmishes to establish kill pressure before mid-game objectives spawn
Mid Game
Post Broken Spear- →Position in sidelane to duel isolated targets; your combo rotation outduels most matchups when enemies are split
- →Use Skill 2 backflip to gap-close and initiate team fights only when teammates are collapsing—ult into 3+ enemies without follow-up is punishable
- →Itemize Frostbite or Mantle early if facing burst/AP; your 50% AS buff from Dread Judge doesn't scale defensively
Late Game
Teamfight phase- →Become primary initiator in team fights; enter with Skill 1 into ult combo to guarantee 4-5 second untargetable window for team to follow up
- →Control pacing of fights by managing Skill 1 recast timing—force enemies to respond to dual dash threat rather than react
- →Peel for carries if ahead; Dread Judge knockup every 4 autos locks down divers effectively late-game
Matchups
Nakroth gets countered by
WiroPassive shield negates Nakroth's burst rotation and Skill 2 backflip doesn't escape Doomful Hex cast range; Mirror Shield reflects damage
VeresSuperior sustained dueling through passive lifesteal, Skill 1 knockup matches your mobility, and ult immune frames last longer during your combo window
TeemeeStun lock and damage amp prevent Skill 1 recast escape and CC immunity ult cannot cleanse crowd control already applied
Nakroth synergizes with
GrakkGrakk hook chains with your Skill 1 knockup into guaranteed ult channel; both thrive on isolated picks
TulenYour knockup combo guarantees Tulen combos land (Skill 2 → Skill 3), amplifying team fight damage while you bait CC
RouieRouie's hook follow-up off your Skill 1 initiates creates unescapable 2v1 duel scenarios in sidelane rotation
Pro Tips
- →Track Skill 1 recast cooldown mentally (5 sec window) to separate real engage tools from bait attempts—enemies will respect double dash more than single
- →Use Skill 2's backward hop to kite into terrain/walls, positioning teammates behind you to turn untargetable ult dives into 3v1 scenarios
- →Delay ult activation by 0.5 seconds after Skill 1 knockup to bait enemy CC, then activate mid-animation for guaranteed untargetable frames while they whiff
Nakroth is a positioning-reliant skirmisher best into immobile or melee-heavy compositions where his duel potential and CC immunity shine. At 50% winrate in A-tier, he lacks the raw teamfight tempo of meta warriors but punishes sidelane isolation and tower-dive scenarios—pick into fragmented enemy teams and avoid scaling vs. balanced squad comps.
